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Plasma Grenade VFX (Inspired by Halo Reach)

Plasma grenade effect made in Unreal Engine 5 based on the plasma grenade from Halo Reach. Work in progress. Free third-party textures used for the scorch/burn. Sound effects from mixkit.

Latest version. Environment assets from the Paragon: Agora and Monolith asset pack.

Another texture was added to the base of the effect to soften the edge of the main background bloom where it touches the ground.

Updated version with sounds and added debris.

Earlier progress version.

Sparks with a blue/purple colour. Two emitters combined, one wide and one narrow.

Emitters with varying speeds, drag and gravity settings made up the lighter particles. The 'heavier' particles and rock particles also have collision. The rock mesh was from a third-party asset pack.

The bloom/flash effect was made with two emitters. One had a stretched particle with a rounded edge and the other was a smoke texture that was stretched non-uniformly to create a more interesting shape.

The electricity was made using a tutorial for distorting a texture in a material as a starting point and adjusting some of the behaviour. I used blue and purple colours and added some velocity and variation in lifespan.

Another type of electricity particle that activates alongside the previous ones. I used several emitters with a variation in the generated band's distortion/speed and lifespan.

Smoke emitters with flipbooks made in EmberGen. One emitter has larger smoke particles with slower movement and longer lifespan, the other has smaller particles and vertical velocity so it appears above the slower smoke.

Flame particles made with a flipbook from EmberGen. Spawns multiple particles in shape location and with velocity so it has some variation.