![]() It depends on the artist actually! Some are more comfortable with making meshes, UV, rig, texture, etc. To get stuff inside the bubble I attached a child particle to the mesh so that the glow/sparkles would move with it and I wouldn’t have to key their positions. Looking back (omg this is 1.5 years old now what it’s not too shabby! This gif is choppy as butts, but it shows the keys on the left and bubble on the right: Zoe’s bubble wasn’t a bleandshape, or vert offset, but a static mesh that I hand keyed scaled in our particle engine X Y and Z values for. That way every iteration is taking steps closer to those goals so when someone swoops in with last min feedback (which never happens right?) it’s a lot easier to identify lateral movements vs forward ones.Īh, I’m so happy that this thread was inspiring to you!! I can’t wait to see what you make!! It’s so easy to noodle and iterate but something that’s also been helpful is having really clear goals to reference. What first pass looks like can differ greatly across artists mind you, but it’s been a nice to frame feedback in. So even new skins etc have an easier time reading wellĪs far as iterations go I’ve seen a lot of people use a three pass system. League has tried making that connection easier with specific shape language for snares. For this reason new magic types are really difficult because there isn’t an already identifiable shape language you can pull from, but must create a bridge for the player a lot heavier than smoke blinds or vines bind. Hey Sai! Disturbed is right that making sure that the CC type, when possible, ties back to the theme without sitting somewhere it shouldn’t in the kit hierarchy. Please correct me if im wrong, this is just my take on it. TL DR Whats hard about visual representation is to get across the Intent and visual representation without cluddering, aka You want a heal effect to be looked on as a heal by major majority, and a damaging ability to be looked on as damage by the major majority. ![]() Or you have Ahri with her charm, the charm wouldnt have the same impact if it was just a sphere or any random shape, the “heart” combined with the soft particles and charmy / romantic color, gives the hint that the enemy truly will be charmed by her. Whilst her Q and E are fairly simple (she was made a real while ago so understandable) Whilst her R is a sunray binding the opponent in blinding light. There is a clear visual representation of someone being encased in ice, and being unable to move until it fades away.Īnother one is Leona from LoL. ![]() The visual representation is that the ground becomes frosted with the intent to “freeze” a Champions feet to the floor for a certain duration! There must be a visual representation and a clear intent of what it would do.Įxample: Damaging abilties being Clear and Sharp, Healing abilities being vague and soft. This might not be my place to say but when it comes to CC, which i think you mean is “Crowd Control”.
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