I like when there’s always some matter movement in a game, regardless on where you look. I made a couple of subtle environmental particle effects to ensure that there was always hints of movement in the landscape. It’s a simple touch that I think adds a lot to the lush atmosphere we wanted to create.
Here are some examples of environmental particles in Claiming Ymir:
Images are .png or targa images created in Photoshop. The particle itself uses either an additive shader or a cutout shader. The behaviours are defined in an xml-file.
Cell was a very action-driven game, so there were lots of explosions and effects involved. I wanted the explosions to have a realistic feel to them while still retaining the over the top feel of our target game, ”Painkiller”.
|Particle creationI generally used more particle layers in this project than I did in Claiming Ymir, though most explosive effects were built around the same basic components: