Inguz Media Studio

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Inguz Media Studio I'm a VFX Artist and I'm designing Unity3D Assets and Particle System VFX for video games
DISCORD: https://discord.gg/2QzzD6E8Xf

28/02/2026

As part of my re-transition deeper into Unreal, I decided to build a more complex VFX: a sticky bullet that attaches to surfaces and triggers a delayed electric explosion.
Instead of faking the lightning arcs with textures, flipbopoks or distorting textures UV’s, I handled them through a Blueprint using RayTrace by Channel node and spawning Niagara’s directly from the impact points. This allowed the electricity to feel “more realistic” and in armony with the context.
To reinforce the sense of force, I integrated Chaos fractures on selected meshes so the explosion had real physical consequences, not just visual noise.
For the lightning on the weapon, I experimented with a multi-plane mesh approach, using vertex colors to randomize the emission of the different planes to break repetition. This gave the arcs a more organic, unstable feel.
Finally, I implemented the full logic and tested it in-context with GRIM to verify readability and gameplay clarity.
One thing I’m noticing while working in Unreal:
Blueprint-driven VFX pushes me to think more in terms of interaction and systems, not just visuals.
Still refining it but happy with the result 😊

blueprints implement fx vfx paragon epic epicstore distortion lightnings vfxartist bolts chaos fractures vertexcolor

08/01/2026

Hi everyone, here am I practicing some fire 2DFX. It’s still difficult for me to complete the whole workflow, the line motion, the sketching, to think the shapes (variation, asymmetric, etc), the line art, coloring, to think and draw the inner shape and add some blurry layers. It’s a lot, I admire the 2DFX Artists work 🫰🏻👏🏻
For this I drew a 12 frames fire looping animation and used it with a sprite sheet in Unity with particle systems. I did a Shader to add a gradient alpha mask to it at the bottom 😄

05/01/2026

I’m switching from Unity to Unreal, and for these FX’s I decided to practice some 2DFX. I made made them in and then exported to use them in Unity as particles.

05/01/2026

Hi everyone!
I just wanted to share a WIP study I’ve been working on with Apex Legends’ Horizon Gravity Lift ability.
The idea was to switch from Unity 3D to Unreal and use that FX as a reference to try new things.
I’ve tried to use almost all the visual elements I see in the original concept and, as an experiment, modify some of them. I also wanted to practice moving the camera to make the video look a little more cinematic in the sequencer.

And while I was working on it, a question came to mind: since this game leans more toward a semi-realistic style, would it be possible to use something like a “Impact Frame”? (which is more common in anime or stylized games), or would it feel out of place in an art style like Apex Legends?
So I decided to learn more about Unreal’s post-processing and give it a try 😊

I still have a lot to improve, so I’ll be working on it 😅

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