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_SHOWCASE

Study 03 is the third VFX tutorial set I followed, featuring six total skills: two fire-based, two lightning-based, and two ice-based abilities. Each elemental pair is designed to interact through blueprint logic, allowing the set to function as a more connected gameplay system rather than a series of isolated effects.

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This tutorial focused heavily on both the fundamentals of Niagara and the use of more advanced custom modules. It gave me much more confidence in combining mathematical concepts with procedural workflows to control particle behavior with greater precision.

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On the blueprint side, I further developed my ability to control particle spawning and build interaction logic between effects, including constructing complete skill behavior from scratch through Gameplay Ability and Gameplay Effect components.

​

It also helped me build a stronger production workflow through the creation of reusable cascade-style assets, which greatly improved my efficiency. In addition, I explored more advanced material techniques such as using Dither Temporal AA for radial blur, skewed UVs, and Volume materials for custom volumetric fog.

_SHOWCASE

Study 03 is the third VFX tutorial set I followed, featuring six total skills: two fire-based, two lightning-based, and two ice-based abilities. Each elemental pair is designed to interact through blueprint logic, allowing the set to function as a more connected gameplay system rather than a series of isolated effects.

​

This tutorial focused heavily on both the fundamentals of Niagara and the use of more advanced custom modules. It gave me much more confidence in combining mathematical concepts with procedural workflows to control particle behavior with greater precision.

​

On the blueprint side, I further developed my ability to control particle spawning and build interaction logic between effects, including constructing complete skill behavior from scratch through Gameplay Ability and Gameplay Effect components.

​

It also helped me build a stronger production workflow through the creation of reusable cascade-style assets, which greatly improved my efficiency. In addition, I explored more advanced material techniques such as using Dither Temporal AA for radial blur, skewed UVs, and Volume materials for custom volumetric fog.

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STUDY_03

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