Notes on Special Effects 1--Concepts and Basic Principles of Special Effects Design

1. Define your sandbox

1. Make some constraints on the special effects of the game you create

gameplay constraints game constraints

1) First determine what type of special effect you are doing

①hurt injury (damage damage, curse curse, debuff debuff)

②help help (heal healing, empowerment, buff gain)

2) Further classification on the determined types of special effects

For example, if it is a blood recovery skill in a buff skill, is it a single blood recovery or a group recovery?

For example, if it is a damage skill in a debuff skill, is it a basic attack or a continuous attack?

3) On this basis, further determine some details (movement type-atmosphere-shape-tone, etc.)

Another example is that it is an explosion, and it is necessary to make smoke, explosion points, ground cracks, sparks, burst apertures, etc.

Or water splashing, you need to make water splashes, water droplets, explosion points, diffused water mist, etc.

Continue to make on this route, don't go back

importance level

You should do impressive and challenging special effects

1) Make your special effects stand out

2) Add some eye-catching elements

aesthetic axis

Only a few things matter (think about implementing your main axis first)

On this basis, add other elements, but don't forget your main axis

The primary and secondary relationship between truth and painting must be clear

2. Definition details

1) Shape and contour

 ① Depth and thickness of shape (division of black, white and gray areas)

②Classification of matter and energy (liquid, mist, explosive point, Mars, etc.)

③Color scheme (different color schemes can give special effects works different themes and atmospheres)

2) light

① Divergent light

② Opaque area

③Translucent area

3) Special effect subject frame

①Where do you come from?

②What are you going to do?

etc.

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Origin blog.csdn.net/m0_67817307/article/details/123638082