Outsource Production Test, Mid 2024
Celestial Legion VFX
A stylized Eastern fantasy combat VFX study exploring talisman seal mechanics, radiant golden qi, and large-scale phantom army summoning in Unreal Engine.
- Role
- VFX Artist
- Origin / Scope
- Outsource Production Test (Mid 2024)
- Built with
- Unreal Engine 5, Niagara, Sequencer
What I built
Commissioned as a technical art test for an unannounced action RPG, the sequence combines character animation, emissive materials, Niagara mesh particles, and Sequencer timing into a single combat ultimate.
Taoist Rune Seal & Qi Channeling
A cylindrical rotating talisman rune seal orbiting the Taoist sage, constructed with scrolling emissive UVs and dynamic radial glow to signal skill initialization.
Ascension & Radiant Energy Burst
The elder ascends skyward as a blinding burst of golden qi erupts, combining directional light streaks, ascending gold embers, and dramatic camera framing.
Celestial Legion Summoning
A massive formation of glowing golden armored phantom warriors spawned across the platform grid, simultaneously kneeling and rising in battle-ready stance.


Technical decisions
Large-scale particle instancing & draw calls
Spawning a dense legion of phantom warriors requires careful budget control. Niagara mesh particles with baked animation poses and shared material instances were used instead of full skeletal characters to keep the large formation cheap to render and minimize CPU draw calls.
Sequencer choreography & animation timing
The entire sequence is driven through Unreal Sequencer to tightly align camera cuts, particle burst cues, and character animation. The rune circle winds up first, followed by the ascension leap, climaxing with the ground-level reveal of the summoned army.
Emissive balance & overdraw management
Golden effects in night/dark settings easily lead to excessive post-process bloom blowout and overdraw. Intensity curves were calibrated so the rune scripts maintain sharp readability without blinding the camera, and particle boundaries were trimmed to reduce wasteful translucent blending.


From the workbench
A few snapshots from the material, character, and level tests behind the sequence.




Future Polish
For full gameplay integration, the next pass would incorporate custom cracked-earth ground decals under each summoned soldier and dynamic disintegration dissolve shaders when the army executes its coordinated strike.