Combat, ability, and environmental VFX built in-engine and tuned for live games. My work runs in Combat Warriors, Kaizen, Anime Champions X, Mythfall and more front-page experiences — over a billion combined visits.
Hover to play (tap on mobile). Every effect here shipped in a live game or client project — no mockups.
Every readable effect has three beats. Frames below are from the Stand barrage ability in the reel — watch how each beat does a different job.
The constraint most artists skip: performance. Effects that look great in Studio but tank frame rates in a full server get cut. Every delivery is profiled against the game's particle budget.
Melee trails, skill effects, projectiles, ultimates. Built as in-engine particle systems, tuned for readability in fast-paced PvP.
斬Looped ambient effects — fog, fire, portals, weather — optimized for persistent worlds and long play sessions.
霧Menu transitions, reward bursts, gacha reveals, and custom spritesheets for interface polish.
画Hand-made flipbooks and texture sheets in After Effects and Photoshop. I teach this publicly — see the tutorials below.
絵Free tutorials on texture creation, After Effects workflows, and VFX theory. If you want to check my fundamentals before commissioning, they're all public.
No fake tiers. One rate anchor, scaled by what your effect actually needs.
Bespoke effect built to your game's art direction, with custom textures where the effect calls for them.
Down: shorter/simpler effects, library textures, flexible deadlines.
Up: fully custom texture work, multi-stage abilities, in-game integration, rush delivery.
You send references, scope, and deadline. I confirm price and timeline within 24h.
Rough in-engine pass for timing and shape sign-off before detail work begins.
Textures, color, and performance tuning. Included revision window is here.
Files delivered in-engine or as exports. Payment on completion.
Fastest response is Discord. Include the details below in your first message — empty "hi" DMs sink to the bottom.
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