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Individual
Shot Breakdown for My FX Video Game Reel
Below is a list of game captures on and what I did with the asset(s).
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| What
I Did With The Asset(s) |
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| 01 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Wrote
the HLSL shader for the Super Speed blur (radial
blur). Particle
system for the inanimate particles flying through
the sky in Super Speed. Impact FX ( particle
system ) when Superman hits the building.
Software used: HLSL, RenderMonkey
(for look development), Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 02 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Combo
attack hit FX (blue ring). Heat
Vision Burst FX. Wrote the shader for the radial
blur.
Software used: HLSL, RenderMonkey
(for look development), Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 03 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Gun
Blast FX. Superman spin trail FX.
Software used: Lion (proprietary
particle system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 04 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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The
FX on the robot's head. The car explosion FX
and smoke.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 05 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Metallo
green glow FX. Heat Vision FX (Maximum power
version).
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 06 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
The
outer part of the twister (particle system) and explosions.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 07 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Bizarro's
Heat Breath, explosions and smoke FX. Landing
impact FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 08 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Wrote
the shader for freezing characters and objects. The
shader would blend from the original material settings
to completely frozen, distorting the color texture
maps and changing the specular. Created the
frozen ice shatter FX.
Software used: HLSL, Maya (for look
development), Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 09 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Burning
tree FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 10 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Fire
and smoke FX. Super Breath FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 11 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Cooling
tower smoke FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 12 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Beam
FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 13 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Beam
out FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 14 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Tanker
explosion FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 15 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Wrote
the shader for Overkast. OverKast would change
color depending on how much damage he would take.
Software used: HLSL, Maya (for
look development), Lion (proprietary particle system),
Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 16 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Fire
and smoke FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
 |
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EA -
Tiburon
Orlando, FL |
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| 17 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Magnetic
FX. Superman's Heat Vision (maximum power).
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 18 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Superman's
Heat Vision (normal strength). Metallo's impact
FX. Explosions.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 19 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Superman's
Heat Vision, Heat Vision Impact FX. Electric
FX. Wrote the shader for the Burn FX. The
shader would blend between the objects original materials
and a red version of the object and then to a burnt
state. If the user released the trigger before
the burnt state was complete than the object would
blend from the red hot state to it's original color.
Software used: HLSL, Maya (for look
development), Lion (proprietary
particle system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 20 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Landing FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 21 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Dome
Impact FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 22 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Metallo's
dome FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 23 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Overkast
orb FX. Wrote the shader for Overkast. OverKast
would change color depending on how much damage he
would take.
Software used: HLSL, Maya (for
look development), Lion (proprietary particle system),
Photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
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| 24 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Wrote
the shader for freezing characters and objects. The
shader would blend from the original material settings
to completely frozen, distorting the color texture
maps and changing the specular.
Software used: HLSL, Maya (for
look development),
Photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
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| 25 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
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Water
wake FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
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EA -
Tiburon
Orlando, FL |
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| 26 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Ground
trail FX when Superman runs at Super Speed.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
 |
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EA -
Tiburon
Orlando, FL |
|
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|
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| 27 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Wrote
the shader for the Burn FX. The shader would
blend between the objects original materials and
a red version of the object and then to a burnt state. If
the user released the trigger before the burnt state
was complete than the object would blend from the
red hot state to it's original color.
Software used: HLSL, Maya (for look
development), photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
|
|
 |
| 28 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Metallo's
beam FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
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|
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| 29 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Generator
explosion FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
 |
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EA -
Tiburon
Orlando, FL |
|
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|
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| 30 |
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Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Wrote
the shader for freezing characters and objects. The
shader would blend from the original material settings
to completely frozen, distorting the color texture
maps and changing the specular.
Software used: HLSL, Maya (for look
development), photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
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