I animated many effects to match the actors' mocap performance, such as this. I would often provide mockups for actors to reference beforehand, but matching the exact motion could be challenging.
These lens flares are created with a Niagara particle system, allowing for quick variations and custom behaviors.
A dynamic material that imitates the behavior of liquid without a simulation. The movement is entirely based on adjusting material parameters in Blueprint.
A big part of my job was designing and creating dozens of computer screens for the environment. Here are some of them.
I was also responsible for animating the screens in various ways during cutscenes.
Explosions, muzzle flashes, and bullets. Materials use motion vectors and UV distortion to look smoother in slow-motion scenes.
A flipbook flame rendered from UE5's built-in fluid simulator, paired with an animated floor decal.
The glitchy materials that I made were mainly for computer screens, but it's fun to add them to other objects anyway. Can easily be applied to post-process materials as well.