Unreal Engine - Miasma VFX Shader System

This is an interactive VFX and Shader System made in Unreal Engine for the game "Eutierria" simulating a goey mass shader, interactive particles that are attracted to the player and a post processing shader.

Client

Inhouse Production

Services

Shader, Code

Team Size

Solo

Platforms

PC, Steamdeck

Genre

Stylized

Eutierria

I am currently developing my indie game "Eutierria". Eutierria is a stylized 3D Platformer about a little creature that is regrowing the environment by moving, exploring and absorbing Miasma to eventually recover more areas.

Requirements

Now I needed a system that would be performant, look and feel good and most importantly be interactive since the player had to absorb it. The Miasma is visually inspired by the Miasma from Tunic, the Malice from Legend Of Zelda: Breath Of The Wild and slime mold.

Progress

When I first started out, I was experimenting with different kinds of Miasma- first I used actual collectables (blueprints with meshes and collision boxes) which totally exceeded the performance. Then I tried to use the foliage tool which not only worked but also fit right into my existing code that handled the interactions/absorption part. But visually it wasn't what I was looking for. Then I eventually worked with Unreal Engine's Niagara System. I developed a system with a few emitters that used instances of the same shader and basic spherical meshes. It looks like one big mass that would adjust to the environment, react and interact with the player and is also within the performance limits.

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Portfolio

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