For my third project at The Game Assembly I wanted to work on timing and creating effects that are easy to read. Because the abilities in League Of Legends are great examples of those kinds of effects i wanted to work in their style. The effects were created in Unity.
Both of the effects were designed to to be for the same character. I wanted the effects to feel like they were part of the same character with both the theme and the palette. The circular ability is a aura attack that builds up to an implosion and the cone ability is supposed to be a direct damage attack.
The Exploding aura
This effect was based on 2 different abilities that exist in League Of Legends, the “Lucent Singularity” ability form the character Lux [Figure 1] and the “Burnout” ability from the character Shyvana [Figure 2]. When working with this effect is also used the League Of Legends VFX Style Guide to make decisions on how to design the parts of the effect.
The textures and colors were all selected to be a mix between the color palettes that they use in League of Legends to make them fit in a bit more and the design of the textures were to be smooth and fluid. A majority of the textures and sprites were grey scale to allow for easier tweaking when working with the effects in Unity.
The effect itself was made up of 9 different parts:
The lighter panning texture that is being pushed from the center.
The darker panning texture that is below the lighter one.
A mesh particle with the lighter texture being scaled inwards in the beginning of the effect.
A variation of the darker texture being scaled inwards towards the end of the effect.
2 Different blurred dots to created the dot and glow in the center
A indication line to signal the radius of the effect.
A lens flare.
A circular sprite that rotates around the center.
A sphere mesh with a panning texture.
The Force cone
This effect was also based on 2 different effects form League of Legends, the “Siphon of Destruction” ability from the character Mordekaiser [Figure 3] and the “Incinerate” from the character Annie [Figure 4].
For the textures I wanted to create a real feel of directional force but also keep make it feel like anything caught in the in the cone would be damaged. For that reason I also added the texture with skull shapes to create a consistent flow in the effect.
The full effect is made up six different parts; a cone mesh mesh with the force wave material, a cone mesh with the panning material, the highlight indication cone, the darker indication cone, and a emitter that emit a wave of particles.