​​​Real-Time VFX Artist
5 Years - 5 Shipped Titles

MFA in Interactive Media

BA in Interactive Media Design
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Arthur Saffo

Studio Projects

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​​Creating visual effects for a 3rd person MOBA in UE5​​
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Working across technical disciplines to reach a visual target
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Realizing scope with the help of production to determine timelines

Using Niagara & Cascade to build out the first of Smite 2's characters
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As a VFX Artist ​at Titan Forge I was...​​​​
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Establishing technical structure for emergent feature needs, and solidifying shared methods for game-wide propogation of these systems  

Evolving an art style with respects to the original
Adapting art to reinforce design & convey gameplay information
Authoring custom assets in
Houdini & Substance Designer
Prototyping the use of cosmetics via Blueprints
​​Delving into the experience personally, to gather all that is within my perview to improve.​​
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Founding cosmetic FX pipelines & documenting procedures
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Collaborating with 2D artists to animate and apply FX to their pieces
​​Role in Project:​​​​
  • VFX Artist
    • Working inside of UE 4.26 to create new and improve upon existing Niagara and Cascade particle effects.
    • Building a handful of master shaders to be instanced in a variety of FX.
    • Implementing particle systems most often via animation notifications.
    • Using Houdini to create low-cost meshes with specialized UVs for mesh particles.
    • Procedural texture creation through Substance Designer to give life to mesh shaders with tiling flows or single sprite particles.
    • Opitimizing FX via LODs, material switches, and scalability per system.
    • Collaborating closely with senior art director to set weekly sprints, scope within a limited timeframe, and share recordings of prototypes.
    • Utilizing Perforce and UnrealGameSync to pull and push changes.​​
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Role in Project:​​​​
  • Lead VFX Artist at Ultra8
    • Creating and implementation of Niagara and Cascade particle effect systems in UE 4.24
    • Houdini Engine PyroFX spritesheets, mesh destruction animations, and 3D fluid vertex animation textures
    • Using node-based material editor to create complex shaders for surfaces and post-processing
    • Working with 
      programmers to deploy
      VFX assets into
      gameplay systems.
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Role in Project:​​
  • VFX Artist at Sanguine Studios
    • ​Unity Shuriken particle effect creation, and fine tuning to match systems and character designs.
    • Stylized 2D Photoshop sprite creation.
    • Maya 3D modeling and UVing.
    • Using Unity's native material interface to create custom shaders.
    • Houdini Engine PyroFX rendering for spritesheet
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​​Role in Project:​​​​
  • Lead Developer
    • Working inside of UE 4.26 to create a wide range of game development solutions.
    • Designing and prototyping gameplay elements for characters and world objects, using UE4's native blueprint system.
    • Compositing Niagara particle effect emitters and systems to supplement player interactions and game world events.
    • Using Houdini to create FBX, HDA, and Hbjson assets for environment art and character FX.
    • Design and implementation of four distinct levels.
    • Procedural texturing in Substance Designer.
    • 3D modelling in Maya and texturing of models in Substance Painter.
    • Creating in-game cinematic sequences.
    • Producing brand materials such as logos, in-game renders, and animated action shots.
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As a VFX Artist ​at RedBeard I was...​​​​
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Creating 3D stylized visual effects in UE4 for an action brawler.


Using Niagara & Cascade to build out characters' asset libraries.


​​Material graphing for particles, post processing, decals and characters.


​​Implementing FX via gameplay event hookups and animations.


​​Authoring assets in Houdini & Substance Designer; 3D models & Textures.​​


​​Working in a proprietary folder structure and skinning system.​​


​​Daily playtesting to assure quality of contributions + bug triage,
Collaborating constantly with team members about ways to improve,
Doing what I loved with people I respected.​