Heronin

Four player chaos. Two player duels. One-hit-kill. Shoot, dash, and slash to annihilate your friends(?) in this intense platform fighter.
Heronin was created with our own engine Aurora and editor Borialis.Engine Aurora and Editor Borialis
Gameplay reference game: "Towerfall" and "Samurai GUNN 2".
Artstyle reference game: Brawlout
The last project at The Game Assembly was to use and learn Houdini. I created all the visual effects in Houdini and exported them as flipbooks. The flipbooks stored normal and depth data.

I made several VFX that weren't able to be added to the finished game because of time constraints.
(Except particles that was made with the engines particles system)

VFX

Atlas Gonzalez

Run VFX

The Run VFX was one of the few that made it in the game. It was one of the first VFX for this project, building the path for other VFX. Especially for using the same Houdini node system.

My first plan was to have little dust clouds coming after the player while running. After doing the early test with boxes, it was clear that it created a lot of noise on the screen, especially having small characters on screen. I then moved forward, having a dust cloud that only appears when the player starts to run.

I played around with many different ways of creating this VFX in Houdini, testing the smoke simulation at first and trying to make a mesh from that. Didint really fit our artstyle, so we moved more forward, using combined moving spheres to create a cloud look that fit our artstyle better.

Work in Progress

Atlas Gonzalez

Jump/Land VFX

The Jump VFX was built up with two parts: jumping and landing. The sketch was made frame by frame drawn gif to get a feel for the VFX. Then I started on the preexisting system from the run VFX, making a blockout happen pretty quickly, and I could try out how it looked in the game.

Because of time constraints, this VFX got drastically changed by using the land VFX and using it as a jump. The jump VFX was supposed to follow the charecters jump; this is something that we didn't have time to implement.

Because of some shader issues, the flipbooks look lower resulution than it actually was. This was later fixed. This shader was created by Johan Bennet.

Work in Progress

Atlas Gonzalez

Dash VFX

Dash VFX was another one that couldn't be added in time.
This VFX is different from the other; it uses its own system in Houdini. The action lines were removed in the final version to remove noise. To give the effect more feeling of "speed," it was stretched further, and then fast gets smaller in the end to give the shape a bigger contrast.

Work in Progress

Atlas Gonzalez

Parry VFX

The parry VFX was meant for when two arrows from different players hit each other head-on. They will then also spin away in different directions. I worked closely with one of my team animators (Marcus Hultquist) to get good timing on this VFX. Adding emission to make the VFX really pop.

Work in Progress

Other Contributions to Project

Here is what kind of VFX I created for this game, both with custom shader and particles.

Tools

Atlas Gonzalez

Asset Org Tool

During this project, I kept working with the Asset Organization tool. A tool that organized all asset files based on name. This project we did not use Unreal Engine, so the earlier feature of having files copied to an Unreal Asset folder was removed. At the point of starting this project, I had worked on the Asset Organization Tool as one of my portfolio projects, making the tool a big upgrade from the last version of the tool.