CASE STUDY

This real-time character FX demo, prepared over a single weekend, will showcase creating the anticipation, action and aftermath key to effective real-time FX. I will demonstrate how to use the power behind Niagara particle systems coupled with some FX materials to build a procedural system that parameters in the sequencer can effectively control. I will also show some innovative approaches to controlling particle data’s size, color, and motion while relying on off-the-shelf Niagara modules. I will be available for your questions.

When

Wednesday, June 5th 2024 starting at 6pm CET

Mentor

Chris Chapman, Lead FX Artist at Netherrealm studio

Chris is a Lead FX Artist at Netherrealm studio in Chicago. He has been creating and supervising real-time game FX over the past five years while providing visual and technical direction to a team of FX artists. Before working in the game industry, Chris created feature film FX using Houdini software for over fifteen years.

Chris has worked on game projects, including Mortal Kombat 1, Mortal Kombat Aftermath, and Mortal Kombat 11. Film projects include animated feature films Spies in Disguise, Ferdinand, Ice Age5, Peanuts, Rio2, Epic, Ice Age 4, Rio, Ice Age 3, and live-action feature films Mummy 3, The Golden Compass, The Kingdom, Night at the
Museum, Fast & Furious 3, Superman Returns, Chronicles of Narnia, Elektra, The Day After Tomorrow and Daredevil.

Chris worked on FX teams that won the 2008 Oscar for Best Visual FX, The Golden Compass, and nominated for Best Animated Feature 2018, Ferdinand along with a VES 2015 nomination for Outstanding Visual Effects, Peanuts Movie.

Chris has taught Houdini FX as an adjunct lecturer for over five years at the School of Visual Arts, Columbia College Chicago, and the Art Institute of California.

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