Bryan Venzen | VFX Artist
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bryanvenzen.bsky.social
Bryan Venzen | VFX Artist
@bryanvenzen.bsky.social
Founder of letsmakefx.bsky.social
📍Chicago - (He/Him)
🐕 Dog Dad - 10+/yr Game Dev
Who’s Who in America 2024
GDC VFX Summit Advisor
Hello! Waves back 👋🏾
October 18, 2025 at 9:00 PM
Congrats, everyone! Well deserved!
May 23, 2025 at 5:16 PM
Commented! Thanks so much for alerting me.
March 30, 2025 at 5:39 PM
Included in the video is:
- 6 wave sets using Gerstner wave math
- Reconstructed normals for proper lighting response
- Subsurface scattering or change of color from depth
- Foam on wave tops from generated heightmap
December 7, 2024 at 5:35 PM
Additionally, there are niagara electricity ribbon trails and ground dust attached to the feet and a camera modifier used to tilt the camera when we dash. Those are not included in the breakdown just to keep things short!
December 6, 2024 at 10:42 PM
In the material, we take input direction and stretch the verts accordingly, masking the leading edge of the character, so the verts appear to trail. We also eat away the mesh as we stretch. Once the ability is over, we destroy the poseable mesh.
December 6, 2024 at 10:42 PM
In a blueprint, we use a poseable mesh component to copy the character's pose at the time of the dash (since the pose can vary) and we create dynamic material instances so we can pass input direction to material and animate the material values. This blueprint is spawned by the gameplay ability.
December 6, 2024 at 10:42 PM