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.