Service 06
VFX
Author combat, ambient, and UI effects in Niagara, Cascade, or Shader Graph with draw calls, overdraw, and GPU cost measured on target hardware. Every effect ships with a parameter set designers can retune, plus LOD and mobile variants where the platform requires them. Cinematic FX run through the same pipeline for a consistent look between gameplay and cutscenes.
VFX — sample production
- Frame budget
- 0.5-2 ms GPU per gameplay effect on target hardware
- Draw calls
- 1-3 draw calls per effect, particles batched where possible
- Particle counts
- PC 200-2,000 per effect; mobile 30-300
- Delivery formats
- Engine-native .uasset/.prefab, plus source Houdini and Maya files
What you get
- Combat VFX: impacts, muzzle flashes, ability casts, and status effect feedback
- Ambient and environmental effects: weather, dust, fire, water, and destruction
- UI and HUD motion effects built as engine widgets or material-driven sprites
- Shader and material work for stylized or photoreal surface effects
- Niagara or VFX Graph systems with exposed parameters and designer documentation
- Performance profiling reports with draw call, overdraw, and GPU millisecond budgets
- Mobile and low-spec variants with reduced particle counts and cheaper shading
How we run it
01
Reference and effect breakdown
02
Blockout timing and silhouette
03
Material and shader authoring
04
Particle and simulation build
05
Performance profiling
06
Designer hand-off and docs
Toolchain
Unreal Engine 5
Unity
Houdini
EmberGen
Substance Designer
Autodesk Maya
Adobe After Effects
Nuke
Related work
All work
Recent deliveries in this discipline.
Need this scoped for a real project?
Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.