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The Eye of Magnus

This is the most complex effect I have created to date, centered around the Eye of Magnus, a powerful artifact from The Elder Scrolls. When making this project, I consolidated the knowledge I had gained over the summer and placed particular emphasis on practicing my Blueprint skills. I spend most of my time implementing the logic for casting effects, tracking targets for both the missile and the laser weapon, and determining the interaction between the effects and the enemies.

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Breakdown

01

Particle systems

In this effect, I used multiple particle emitters, which can roughly be divided into three parts: the summoning effect on the character, the laser weapon effect, and the homing missile effect.

02

Shaders

I also used a larger number of materials for this effect. Since there are too many, I will only showcase some of the more important ones. I have worked with similar materials in my previous projects, so they were not particularly difficult for me.

03

Blueprints

I dedicated a large amount of effort to Blueprints. As I mentioned at the beginning, my main focus was on the logic behind effect casting and its interaction with the environment. More specifically, I studied the ProjectileMovement component and its HomingTarget function, custom collision types, Chaos Destruction, accessing Blueprint child and parent objects, storing and retrieving variables in real time, target tracking, and camera shake. This deep dive into Blueprints has been extremely rewarding for me.

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