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Banishers : VFX Cinematics

Banishers : Ghost Of New Eden is my biggest project I worked on yet. And even if there are lot more gameplay elements, it still a narrative driven game with its cinematics. And I worked on some like in Life Is Strange 2 before it. Apart from two or three sequences, I worked on a lot of spectral or magical VFX. To save time and to maintain consistency, we used same or similar textures and materials. But for the death of Siridean sequence, I had to make flowers bloom on a tree. For this effect, I used Houdini to place custom flowers on the originals made by the environment team, and store their pivot point and rotation axis on the UVs and the vertex color. Then I created my own vertex animated material in Unreal.
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VFX Director :
https://www.artstation.com/sylvainmuze
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Lead VFX Artists :
Jérôme Hector
Orson Favrel
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VFX Artists :
https://www.artstation.com/aboya
https://www.artstation.com/halefall
https://www.artstation.com/theotcheng

I worked on the tears effect on the both characters, Antea's ghost effects and every Antea's Ascend effects.

I work on the tears effect, the Siridean dissolve effect, the magic particles, the flowers setup and animation thanks to Houdini and the petals falling particles.

I worked on the Spectral Leap, every spectral dust, smoke and trails, and the spectral tunneling.

I worked on Antea's ghost effects, Aul Saul's spectral chara effect, Seeker's shield and Siridean's shield with its impact on Aul Saul. I worked also on the smoke and dirt particles when he falls on the ground.

I worked on everything. But the spectral smoke flipbook was made by my Senior VFX Artist colleague Hannibal Poenaru.

I worked on the illusions reveal and dissolve effects, the ghosts effects, the wood and glass debris levitation and fall, the Nightmare's death dissolve effects, and Deborah's Ascend effects.

I work on the mud particles, the ghost effects, Antea's teleportations, Deborah's dissolve effect, Antea's dash trails, the essence heart and the Antea's essence absorption effects.

I worked on the distortion fade when Red enters the hut, the essence effects in the basket and weaved by Siridean, and Antea's ghost effects.