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Hide And Seek

Hide and Seek is a project that was initiated and later paused before I joined Light Field Lab. By the time I became involved, all animations, character designs, building models, and layouts had already been completed. My primary responsibility was to regrow the plants on the mountains and buildings while also adding more detail and props.

This was my first project where I was fully responsible for the environment, making layout, balance, and color composition key challenges. Additionally, managing the project proved complex due to the extensive use of various add-ons in its creation.

Beyond the environmental work, I was also tasked with enhancing the explosion VFX. To achieve this, I utilized Blender's particle system to seamlessly integrate downloaded VDB explosion FX, ensuring a natural and cohesive final result.

Layout / Look Dev / FX

Full Video

Layout & Look Dev Progress

This project was on hold before I joined the company. Once we completed other projects, we returned to reconstruct the foliage, buildings, and environment. I was responsible for foliage layout, prop placement, building look development, and creating FX for the explosion.

To enhance and seamlessly integrate the downloaded VDB explosion, I used Blender's particle simulation system with Metaballs as particles. This approach allowed me to create dynamic volume trails that follow the scattered debris, adding more detail and cohesion to the explosion.

This video showcases the breakdown of the shading and look development for the explosion FX. Since the "Particle Info" node isn't compatible with Metaballs, I used a radial gradient mask to create the fade-out effect on the smoke as it moves farther from the explosion's center.

For the bridge asset, I used the "Procedural Rope Bridge" by "barleysvisuals" and applied problem-solving to modify its geometry nodes.

 

The original setup didn’t support overall scaling of the bridge mesh—scaling it up or down would cause the endpoints to lose alignment with the target objects.

 

To fix this, I adjusted the geometry nodes to allow uniform scaling while maintaining control over the endpoints, ensuring they still follow the target objects when moved.

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