Forged in Flame – Crafting Real-Time Fire Effects for Games
Romu, Ninja (2025)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025070423598
https://urn.fi/URN:NBN:fi:amk-2025070423598
Tiivistelmä
The objective of this project was to learn and explore creating real-time visual effects for games with Unity, and to share the lessons learned. To this end, an ARPG boss battle demo was created. It contains all the effects presented in this thesis, and many others.
The demo project featured a single boss monster placed in an arena with a player character whose goal was to defeat the boss without dying. The boss was given various attacks, all needing their own visual effects to intuitively indicate their effect to the player at a glance. The player character also received an arsenal of spells to fight with, which needed their own set of effects.
The main focus of the project was specifically fire-based visual effects and the effective reuse of components to create interesting new combinations. Although many of the effects shared a common theme, each new effect still brought its own problems and challenges to overcome.
The thesis highlights the tools and techniques used to create the effects in the demo and provides insight into the problems and decisions made during the learning process. Additionally, the work discusses the technical details of how the different effects are formed, from shaders to particle effect graphs to what kind of textures were used to achieve the various results.
The demo project featured a single boss monster placed in an arena with a player character whose goal was to defeat the boss without dying. The boss was given various attacks, all needing their own visual effects to intuitively indicate their effect to the player at a glance. The player character also received an arsenal of spells to fight with, which needed their own set of effects.
The main focus of the project was specifically fire-based visual effects and the effective reuse of components to create interesting new combinations. Although many of the effects shared a common theme, each new effect still brought its own problems and challenges to overcome.
The thesis highlights the tools and techniques used to create the effects in the demo and provides insight into the problems and decisions made during the learning process. Additionally, the work discusses the technical details of how the different effects are formed, from shaders to particle effect graphs to what kind of textures were used to achieve the various results.