In this project, my goal was to create combat VFX. I collaborated with my animator Nils, who needed VFX for his goblin attacks. He provided a fully animated character and an initial character controller created in Blueprints. Using this as a foundation, I implemented the VFX.
For me, the lore of a weapon and its attacks is just as important as its visual design, as it helps define the direction and feel of the effect. Questions like what type of weapon it is, where its power comes from, and what kind of damage it represents help guide decisions about color, particle behavior, and intensity.
For this project, I chose a poison theme, using a green color palette based on the color of the character, subtle smoke, and lingering particles to reflect the weapon’s toxic nature.
UVs visualization
The slash effect is built using multiple layers to create depth, impact, and personality. The base layer defines the main shape and color of the slash, giving it a strong silhouette that matches the weapon’s motion. The highlight layer follows the same path but is smaller and more emissive, adding focus and visual weight to make the attack feel more powerful. Both layers use erosion in the shader to control dissipation, allowing the slash to fade naturally over time.
On top of these, supporting particles add finer details and extra motion. These particles give the slash more character, conveying its poison theme.

Moodboard
For the slashes, I use two torus-shaped meshes. One is used for the left and right slashes, while the other is used for the spin attack. The meshes act as thin circular strips that follow the path of the attack. The UVs are laid out so the length of the slash runs along the U axis, allowing me to pan a texture across the mesh and create the moving slash effect.
I chose to use meshes for the slashes because they are easier to visualize in isolation and easier to shape freely, rather than being limited to the movement of the animation.
Texture panned across the UVs
I also created VFX for when the dagger hits an enemy. The effect spawns at the point of collision, giving the strike a visual impact. On the weapon itself, I also added some Idle particles that trail slightly.
Impact VFX
Idle Particles VFX
Below is a video showcasing the full combos against an enemy
This project taught me how to integrate VFX in a animation sequence using notifies, ensuring that effects trigger at the right moment. I also learned how to manipulate UVs to make meshes like slashes feel dynamic and alive, using panning to create motion without relying on complex geometry or extra textures. Working under such a short time frame also showed me how to prioritize what’s essential for a clear and readable effect.
The project was planned for 40 hours, but I only had about 20 hours available due to being sick during the first week of this project. This made me focus on creating the main effects quickly and taught me a lot about efficiency and planning under tight time constraints.
With more time I would have refined the timing of the slashes and the spin attack so the hits feel stronger. I would also add more supporting poison particles and small lingering effects to make the attacks feel more toxic and alive. Small drifting particles and light smoke would help sell the poison theme and make the attacks feel heavier.
Finally, I would create a few variations of the attacks to show how the setup could be reused for different characters by changing colors and supporting particles.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.