Eternity Legends _ Background/VFX/Animation

Background
In a 3D game, the background must show contents in many angles, that requires much more construction time than a breath-taking single masterpice of flat painting like 2D game usually need.
In a 3D mobile game, this task event more painstaking while we must compromise between the beauty and the (not so) beast of low-tier device hardware.
Thanks to the nature of platformer gameplay we come to a guild-line to meet the needs: 
-Every close-enough objects, mostly should be 3D, due to the strong deformation of perspective.
-On the other hand, every middle to far objects can be "bake" down from 3D to 2D sprite, or hand-painted for far-away landscapes.
-Near 3D objects could be reused as much as possible, and light will be bake to save huge calculations of simulate lighting.
In any case, if a 2D sprite can fit, just use it for the sake of 4 vertices!. 
ANIMATION - VFX
KRAKEN BOSS
NEMESIS ANIMATION DEMO
ARES ANIMATION DEMO
POSEIDON ANIMATION DEMO
BASTET ANIMATION DEMO
HORUS ANIMATION DEMO
ISIS ANIMATION DEMO
Each Hero has their own story to be told. In a Fantasy-Scifi theme, they require many ways to express their special skills. 
They are Gods and also be hi-tech Gods, there is no limit for what they could do
We not only established wide, complex tools for artists to freely craft Hero abilities but also performance-wise for the game to running on low-level devices.
Nike
Ymir
Horus
All heroes are fully 3D animated with as lowest polycount, skeleton joints as possible.
Their FXs are a complex combination of camera-facing 2D sprite, 2D sprite-sheet and shader procedural patterns mapping on 3D for volume shape. 

All controllers go through Unity Particle System. 

Jumping over 10 custom-components in each of 10 VFX object for one single VFX is too much muscle movement, especially for one and only VFX Artist to bear, just do some simple math of multiply to figure it out. 
That why the convenience of the workflow is the most important. 
We prefer to reuse and reform the former FXs. Thanks to the modulizing structure and versatile shader, we can achieve many completely different effect based on little elements
VFX Shaders are tailor-made for specific Hero's features
2 variations of Hades share the same shader for Wings, just different vfx textures and some elegant setup of shader properties.
Chewing Kraken FX 
All waving motion are vertex shader.
No single manual keyframe to create this subtle motion.
Feature-rich Stylized Shader for every Hero
Energy Light (Motion Emission) effect
Gradually Dissolving effect 
Matcap for performance-wise Metallic-effect 
Glow hit 
Berserker light.
Outliner

Each Hero requires 2 main Textures + 3 small specific Textures to manage body and 6 additional FXs.
Compare to 7 textures in standard Unity PBR material which provides only static Emission FX.
Eternity Legends _ Background/VFX/Animation
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