abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ
Real-Time VFX Artist
5 Years - 5 Shipped Titles
MFA in Interactive Media
BA in Interactive Media Design
Arthur Saffo
Studio Projects
+
+
+
+
Creating visual effects for a 3rd person MOBA in UE5
Working across technical disciplines to reach a visual target
Realizing scope with the help of production to determine timelines
Using Niagara & Cascade to build out the first of Smite 2's characters
As a
VFX Artist
at
Titan Forge
I was...
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.
+
Founding cosmetic FX pipelines & documenting procedures
+
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.
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.
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
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.
As a
VFX Artist
at
RedBeard
I was...
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.