From 2022 to 2024 I worked in Dragon Age the Veilguard, sequence of one of my favorite games in life. There I worked in several effects, creating particles, shaders, animations and concepts, biggest part of them for the environment or sequences triggered by events in game.
From magical tendrils to the cold breath of an NPC, or from magical water to blood effects, explosions, sand, leaves, flags, dust, butterflies, waterfalls, lava............... the list of elements that I worked on is long and I'm very proud of the work I did there. I finally decided to capture some of my work in the project show it here in the Artstation, so and I hope you like it!
These water tendrils was originally made to compose this area, but I think the environment team loved this effect, because they started to spread around Arlathan Forest, so at the end I had to create a few variations to use in different places.
And more of the floating water tendrils through Arlathan.
Another moment with these tendrils. I really loved this thing.
The effects around the ritual area at the end of the prologue. It had to be impressive and optimized at the same time. Also the different elements should spawn in different moments and respect the guidelines to avoid problems for the cinematic team.
The tendrils should have movement and controllers to help the cinematic team to adjust the position during the production. The sphere in the center was developed by another artist.
The broken sky wasn't made by me, it was originally made for another part of the game and in certain point they decided to not use it th, but it was simply perfect with the rays coming from the sky that I was developing, so I used in my composition.
More magical tendrils with magical wisps with a magical pool in a magical storm......... everything is magical!
The sequence of magic missiles against Neve's dome, a collaborative work between me and the level designer.
The shader of this ice dome should have not just the visual but the controls of the erosion for the cinematic team.
The magic energy and dust in the fade.
Some simple effects like these floating rocks or the colored magic energy around Arlathan Forest was so nice to create.
The official gameplay trailer from the point that starts to show the ritual area. Also the storm during the level was my responsibility
Official launch trailer developed by the studio.