Crowfall VFX Work
All particle effects made using Popcorn FX editor to be used in Unity. I used Photoshop and After Effects for making particle textures. Some textures used were created by Greg Tapper or Dave Greco.
Above are effects related to harvesting and picking up harvested materials. The left two play when an item is picked up (the item is "absorbed" into the character in the first and the second is a burst that plays to mask the actual pick up mesh disappearing from the world). The third is a harvesting buff and the fourth is an example of a harvesting pickup idle effect where the color and the intensity of the effect show the rarity of the pickup. There's more about the iteration of the pickup effects at the bottom of this page.
These are all player powers attached to classes or disciplines. The first two from the left are assassin abilities that use an inky black look as a base with bright purple particles and ribbons to make the power more readable in darker environments. The second gif is showing an example of the assassin's weapon trail for one power. The third gif is for a cleric area of effect ability. In Unity, this is played in combination with a weapon trail and a ground projection. And the last effect is for a discipline that grants the caster's target a rune shield.
The first two gifs from the left show spider mob abilities. The first is a big knockdown/shock wave power with some web ribbons that tie into the in-game spider web decals. The second is showing the leg swipe trails for the spider's three basic attack swipes (one swipe, an opposite swipe and then a third basic with two swipes). The last two are for level up effects, the last effect being for a higher level and therefore has more elements and build up than the other.
These are all for Crowfall's two music based disciplines. The first is a shield buff using music note symbols. The other's are all area of effect debuff or damage abilities that I tried to make look more like sound waves.
Harvesting Pickup Iteration
Below are different tests the harvesting pickups went through to make sure that the rarity of the object was clearly visible as well as the mesh object itself. These effects also tied in some Unity lights and ground projections (in the second and third examples).