Lead VFX Artist - DADIU 2023 - No Table Interactive

Embark on a Journey as the Sherperdess

navigating the ancient underworld to lead departed souls to their ultimate resting place. 

DADIU_2023_Team3_Trailer.mp4

Program - Unity | Adobe After Effects

My role - Lead VFX Artist 

2023 | Computer game | DADIU 

No Table Interactive is a small game studio of 15 students creating games as a part of the 2023 DADIU program. Embark on a journey as the Shepherdess, navigating the ancient underworld to lead departed souls to their ultimate resting place. Utilize the contours of the landscape to gracefully skim and soar above the timeless dunes of the Soul Sea.

My responsibilities:
VFX design, Unity Integration and Programming, Scene Dressing, Team task Management and Feedback, Animation and 3D modeling.

Sand dust kick-up VFX

My first task was to create a sand dust VFX for the Soul Vessel aka the glider. I got free roam, and was inspired by thunderclouds. So after studying thundcloud-montages, I began to create frame by frame animations in After Effects, which then I transformed into normal maps so it reacted to shadows and then into Unity as a Flipbook animation.

Lightning setup in After Effects

Sand dust setup in After Effects

Final Result

The setup was simple, but it encounted some errors along the way. One of was the amount of particles spawning. Gaps between the sand could easily be created depending on the speed of the vessel.

But adding the normal maps allowed the lightning to really stand out, since it created light between the dust clouds, making it look like a thunder storm.

Portal VFX Breakdown

In game look

Jump Boost Orb VFX

Scene Dressing for Level 2

One of my tasks as Lead Artist, I had to help the Art Director with scene dressing for the second level. Here the main component was to include a lot of jumps so the player could get familiar with the jump-and-glide mechanic.

What you see here are the first version iteration of that scene. While the video shows the final version. 

Here it was important to keep in mind the open world aspect, meaning creating roads that could lead to potential exploration while you're gliding with speed.

Game Poster

Moodboard Given by Art Director

In collaboration with the Visual Designer Yuting Chen and the Art Director Johannes Donner Shackinger, we made the poster for the premiere of the game.

The requirements given by the AD was:

-It needs to include: Vessel, Spirits, Portal, Monoliths, Statues, Rocks and the Main Character

-Have the Sheperdess looking from afar at the broken underworld

1st sketch done in Blender, with added game models and adjusted in Photoshop

2nd adjustment in Photoshop, better sand and color. Fixed the sun and added portal.

Final adjustments in Photoshop, color corrected, added grain and silhouettes.

Credits

Johannes Andersen, CGI Artist LinkedIn

Simon Andreasen, Game & Level Designer LinkedIn

Yuting Chen, Concept, Visual & UI Designer Portfolio

Natasha Ianchina Hansen, Producer LinkedIn

Jakob Hedeby, Programmer LinkedIn

Neil McGuiness, Lead Game & Level Designer, Sound Designer & Composer LinkedIn

Martin Moeskjaer, Lead Programmer LinkedIn

Sofia Holm Poulsen, Lead VFX Artist Portfolio

Frederik Kibsgaard Riehn-Kristensen, Game & Level Designer LinkedIn

Johannes Donner Schackinger, Art Director & Lead Artist LinkedIn

Søren Skouv, Game Director LinkedIn

Anna Subotina, CGI & VFX Artist Portfolio

Annika Vangsgaard, CGI & Environment Artist LinkedIn

Caroline Neergaard Westergaard, Character & Special Effects Rigger & Animator, 3D Character Concept Artist LinkedIn

Runfei Wu, Programmer LinkedIn

Kaiyin Yang, QA & UR Manager LinkedIn