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Level Design Production
Platform: PC
Duration: 14 Weeks
Tools: Unreal Engine 5, Niagara, Blueprints
Role: Technical Artist, VFX Artist
Weekly Development Blog: QuestMakers
Project Overview:
QuestMakers is a seven-person team working on a level design production project that focuses on creating a fun and playable AAA quality third-person action-adventure game level following an industry-driven process and pipeline under the guidance of a subject matter expert from the industry.
Responsibilities:
Ice Attack:
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Prototyped and iterated on core gameplay systems including combat triggers, hit detection, and level-based event sequences using Blueprints
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Collaborated with level and system designers to refine player interactions based on test feedback and design goals
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Created stylized VFX for combat and environmental feedback using Niagara; developed shaders to support immersive visual storytelling
Ice attack was the player's primary attack method, and it was divided into projectile attack, basic attack and AOE attack.




Assets List

Projectile Attack

Projectile Explosion

Basic Attack

AOE Attack


Ice Material
Magic Portal:

Given that the world was set in an ocean civilization, I incorporated water elements into the portals and utilized a particle system while striving to keep performance costs low.
Real-time Water Interaction:
Water was a prominent element in our game. To create a more immersive experience and strengthen the player's connection to the world, I decided to implement interactive water effects.
At the player's location, I used a scene capture camera to render the wave source, and stored the wave height information in a Render Target to simulate the propagation of waves in real-time. Details can be found in this page.

Deep Water

Shallow Water

Splash
Skybox Material:
In the game setting, the player explored ancient ruins in the sea, enveloped by a magical shield. Based on this context, I simulated the effect of waves in the skybox material and added many glowing sparkles. Additionally, the skybox was designed to integrate with another major game feature, Vision Change, taking into account its appearance in darkness to create a mysterious and profound effect.


Skybox Material

Skybox in Scene

Skybox switching to Dark Mode
Waterfall Material:
Additionally, I created a waterfall material to enhance the realism of the scene.



Waterfall Material
Waterfall in Scene
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