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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.

Service 06Unreal Engine 5UnityHoudini
VFX — sample production
VFX
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

Recent deliveries in this discipline.

All work

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.