Nathan Lacsamana

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    • Home
    • VFX and Tech Art
    • UI Work
    • Breakdowns
      • Compute Shader Grass
      • HSR VFX Style Study
    • Contact

Nathan Lacsamana

Nathan LacsamanaNathan LacsamanaNathan Lacsamana
  • Home
  • VFX and Tech Art
  • UI Work
  • Breakdowns
    • Compute Shader Grass
    • HSR VFX Style Study
  • Contact

Honkai: Star Rail (HSR) VFX Style Study

A video showcasing the "shattering star kaleidoscope" impact I created in the proposed style within an 8-hour time period. This was a timed challenge to evaluate my comfortability creating effects under time pressure in a style while adding a personal flair to it.

Game Style Analysis Overview

    The Creation Process ( 8 hours over 2 Weeks)

    Brainstorming (30 mins)

    Brainstorming (30 mins)

    Brainstorming (30 mins)

    There was a VFX prompt generally stating to create a blue directional impact in a chosen style. I brainstormed different ways blue is used in HSR (ice, cosmic energy, technology, etc). 


    I decided I wanted to create an energy/shard-related effect with a kaleidoscope follow-through that might relate to the ice element. I also wanted to implement motifs similar to the current HSR story quest which include shattering glass, fantastical elements, and stars.

    Research ( 30 mins)

    Brainstorming (30 mins)

    Brainstorming (30 mins)

    Since I was already familiar with HSR, I opened the game and collected screenshots and recordings of both player and enemy effects.


    I compiled a slideshow with screenshots and notes of patterns I noticed within the effects. I mainly looked at character effects, more specifically their world exploration attack abilities for reference.



    Concepting (30 mins)

    Brainstorming (30 mins)

    Initial Block Out (1 hour)

    During this phase, I sketched out different shapes and ways to incorporate stars into a kaleidoscope motion using Procreate. After a few ideas, I created the sketches seen above. 


    I noticed in HSR that decals are rarely used for these types of attacks, so I thought to myself that I'd focus primarily on the core effect burst first. 

    Initial Block Out (1 hour)

    Initial Block Out (1 hour)

    Initial Block Out (1 hour)

    I created a block out in Unity to focus on the shape language and technically test how I wanted the star segments to split and rotate outwards. 


    I had never created an effect like this before, so this experimental time was crucial to ensure I knew what was technically possible within the timeframe. I found indexing the particles to rotate them in particular offsets was the best course of action.

    Implementation (4.5 hours)

    Initial Block Out (1 hour)

    Implementation (4.5 hours)

    During this time, custom textures were created, pacing was adjusted, and shaders were implemented, and most of the effect was put together. 


    I would often take a step back to take breaks and critique my work with fresh eyes to see where elements could be improved or iterated.

    Polish (1 hour)

    Initial Block Out (1 hour)

    Implementation (4.5 hours)

    I took videos of my effect to analyze it for areas that can be polished especially since the effect can be fairly quick. 


    I was able to fix some sorting layers and adjust colors for readability. I also staged the area to be able to collect the recordings of the finalized version of the effect.

    Reflection

    Breaking down the process

    This style study was an enjoyable experience to learn some new skills and evaluate my process of creating an effect. I had never broken down a game's style before, so learning to do it under time pressure was fun! 


    Things I looked for when dissecting a game style:

    • Color usage: Gradients, Meaning, Contrast
    • Effect pacing: Instant damage, Lingering elements, General Speed
    • Graphical elements: Textures used, Symbols, Icons
    • Components used: 3D meshes, 2D sprites, Decals
    • Gameplay implications: Damage, Buffs, Healing, Characterization


    While I am happy with the effect overall, I believe there are elements I can polish to improve its readability and visual impact such as adjusting color usage and adding camera distortion. In regards to my process, blocking out the effect and initially testing what was technically possible was an important step to ensure I wasn't overwhelmed. HSR effects are heavily ornamented and polished, so trying to emulate the style was a daunting task, but I hope to revisit the style in the future.


    Nonetheless, I am glad I did this study and will be using these skills in future projects.

    • VFX and Tech Art

    Nathan James Lacsamana

    Irvine, CA

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