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CHROMA
SOFTWARE
Unreal Engine 5 - Maya - Houdini - Substance Designer - Procreate
DESCRIPTION
Chroma is a rogue-like game set in a post-apocalyptic world where the player takes on a powerful AI-driven government. Over eight months, our team of 10 worked to bring this vision to life. As the sole VFX artist, I created and implemented all the visual effects, blending 2D and 3D elements to match the game's comic book-inspired style. I also designed and implemented all the shaders and rigged the main character, ensuring smooth and dynamic movement throughout the game.
PROJECT BREAKDOWN
BOSS BATTLE:
This boss battle showcases some of my VFX work for CHROMA, where I created all the visual effects, from dynamic explosions to character abilities, enhancing the game's immersive atmosphere.
PURPLE BATTERY:
The purple battery effect functions as a vortex, pulling enemies into the center like a black hole. Originally designed with a central ball, we opted for refractive energy instead to improve visibility of the enemies. I also did the beam.
LEAPER IMPACT:
The leaper's impact damages the player on landing, designed to feel heavy and impactful. It was inspired by the heavy weapon impact in Breath of the Wild. To match the leaper's design, the effect was adjusted to purple, reflecting its glowing eyes.
RED BATTERY:
The red battery effect is a two-part attack: the first shot leaves a trail of smoke, while the second triggers a massive red explosion, eliminating all nearby enemies. I created the smoke, beam, and explosion FX.
ORANGE BATTERY:
The orange battery creates an electrical sphere that damages any enemies within it. I designed both the electrical sphere and the accompanying beam effect.
DASH:
The dash FX creates a ghosting trail that follows the main character during a dash. I made the shader for the trail and wrote the blueprint that controls how the ghosting effect appears and moves with the character.
BLUE BATTERY:
The blue battery effect is a pushback ability that doesn't deal damage but forces enemies away from the player. I made the also made the beam.
PRISM BEAMS:
The beams for Prism were designed to be strong, red, and menacing, serving as obstacles for players to overcome.
GREEN BATTERY:
The green battery effect is a siphon ability that allows you to drain health from enemies. The first shot saps health, while the second shot finishes them off.
ROOK GUN:
The Rook Gun features a gatling gun effect, firing a relentless stream of bullets that players must avoid.
RAINBOW GUN SHOT:
The Rainbow Gun shot is the final cinematic moment in the game. It builds on the main beam I created, but with an added charge-up sequence and multiple additional layers for a more dramatic effect. I also developed several new shaders for this, including the distinctive rainbow shader.
EXPLOSION:
This explosion is used for the power source and missiles. I made the explosion effect, the residue on the ground, and the missile trail
UPDRAFT:
The updraft is the thruster flame effect that appears when the jetpack is used for a double jump
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