Created for my VFX assignment at Futuregames.
For this project, I focused on adding blood impact VFX to a set of FPS animations. I wanted the effects to feel responsive, easy to read, and grounded in gameplay, while still fitting the style of a realistic shooter.
I worked on both the visual effects and the gameplay setup. All the logic for spawning and controlling the effects was done by me using Unreal Engine Blueprints. This included things like hit detection, timing, decal placement, particle triggering, and adding variation so the effects wouldn’t look repetitive.
The blood VFX were built in Niagara, using a mix of particles, sprites, and decals. I also created an alternative blood effect for throat shots, which adds a more intense blood spray.
I spent extra time syncing everything with the animations to make sure the effects lined up cleanly with muzzle flashes, recoil, and the exact impact frames.
Decals, Materials and VFX
Blood VFX Breakdown