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MYTHWALKERCombat & Gameplay VFX

Senior VFX Artist • Nant Games

Primary combat VFX artist for MythWalker, a stylized geolocation MMORPG. I created real-time effects for melee, ranged, weapon-based, and magical combat, working closely with animation, design, and engineering to integrate VFX throughout the combat system.

Combat VFX Reel

Selected combat effects spanning melee, ranged, magical, persistent-field, and character-based abilities.

Built Into the Combat System

Combat VFX needed to do more than look good. Effects had to communicate attacks clearly while remaining tightly synchronized with character animation and gameplay.

Working with animation, design, and engineering, I implemented effects involving animation timing and triggers, skeletal attachments, environmental fields, persistent effects, and UI-overlay effects.

Selected Combat VFX

WYLDAVAECharacter Class VFX

Bergavae

Mountain

Fennavae

Swamp

Strandavae

Ocean

Hobgoblin Magic

Role & Collaboration

VFX Design

Particles • Shaders • Custom Geometry • Animation

Implementation

Timing • Triggers • Attachments • Fields • UI Effects

Collaboration

Animation • Design • Engineering

PROJECT COLLABORATORS

Combat Design
Eiden Alexander
Level Design
William Burgstaler
Narrative Design
Graeme Davis
Principal Artist
Andrea Dailey
Level Art
Brian Connelly
Character Art
Matt Case, Patrick Ho
Animation
Anthony Tso, Shahin Ghahremani
Lead Animation
David Oelkers
Additional VFX
Brian Erice

MythWalker and associated artwork © Nant Games.