VFX

A few samples of VFX, made in both Unity and Unreal, from a variety of projects, and a few samples of shader work.







I created the new VFX for Titan Quest Eternal Embers.

Not only it was great fun to be part of a classic like Titan Quest, but working with such an ancient game engine, presented a lot of challenges, including: engine not supporting a lot of basic particle functions, crashing 90% of the time you press "save", etc.

But overall, technical difficulties aside, it was great fun creating the VFX for the new magics and skills.



My first commercial project using Unreal Engine 4 for VFX.

​Being a long time fan of Aquanox, working on this project with the good people at Digital Arrows was a blast.




I am currently the VFX Artist for Blade and Sorcery.

Making 2 versions of the VFX is challenging and really fun (Quest 2 Standalone, and PC), one as beautiful as possible, the other as
optimized as possible, while keeping the VFX as true as possible to the PC version.
VFX in VR present a unique challenge as most of the visual tricks we can use in 2d, are useless in VR, as we can see that smoke or magic is just a flat place that lacks depth. So I had to learn to create semi-volumetric vfx to present the user with VFX with actual real depth.

Also, I had to work around the Unity Engine limitations, and had to create a set of special shaders to recreate transparent shaders being distorted (which was removed from the engine quite some time ago).

All in all, an amazing experience that never stops teaching me things, and challenging me to learn more.
Copyright 2025 - Alexis Sabatovich