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Banishers : VFX Enemy

During Banishers : Ghosts Of New Eden, I had to help my colleague Luke Aboya with the enemies. So I worked on a few of them, the Amalgams : the Aghast, Aul Saul which was an Aghast variant, Nazuku and the Sorrow. There were two type of tasks. Their appearance with their different forms, and their attacks and skills. For their appearance I used the same master material with custom settings and masks, and several niagara system to get different results. Their attack and skills required many effects. The enemy I enjoyed working on the most was the Aghast. Nice look and lots of moves and skills : Physical and spectral forms, teleportation, smash hit, big impacts and AoE and its spectral thorns or crows abilities. It was also the first I worked on.
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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 character effects, his teleportation, his spectral crows, thorns, smash, run, and his weapon buff ability.

I worked on everything.

I worked on the character effects, its differents states, its falling projectiles, its spectral waves. And the totems effects and feedbacks (Reveal, dissolve, hits). The bodies and its skulls and bones textures were made by the chara team.

I worked on the character effects and its differents states (Regular and vulnerability). The bodies and its skulls and bones textures were made by the chara team. Its roots mesh was made by the tech art team.

I worked on the character effects, her spectral lasso, wave, stun and her berserk state.

I worked on the character effects, his teleportation, his spectral crows, shackles, smash, run, and his weapon buff ability.

I worked on everything. But the corpses, skulls and bones meshes were made by the environment and props teams.