The Expanse: A Telltale Series VFX

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.

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.

A gory result of PDC gunfire.

The Expanse: A Telltale Series VFX

VFX samples created in UE4 for The Expanse: A Telltale Series.

Environment assets and props were NOT created by me.

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