Visual effects techniques
Every clip in the database can be tagged with the technique used to build it. Use this page to learn how each approach works in real-time engines, then jump straight to captured game footage that uses it.
Mesh Particles
0 clipsParticles that spawn real geometry instead of flat sprites.
Mesh particles emit 3D geometry from a particle system, so each spawned element catches light, receives shadows and reads correctly from any camera angle. Artists use them for debris, rock shards, ice spikes, shell casings and stylised shapes that need silhouette and volume that a camera-facing sprite cannot hold.
Ribbon / Trail
0 clipsContinuous strips built from a moving point's history.
Ribbons and trails stitch a mesh along the recent path of a moving emitter, driven by width curves, gradients and panning UVs. They carry sword slashes, projectile tails, dashes and whip motion, and their readability depends mostly on tapering, tiling speed and how quickly the tail dies out.
SDF / Volumetric
0 clipsDistance fields and volumes for smoke, fog and energy.
Signed distance fields and volume textures describe an effect as space rather than surfaces, letting light scatter through it. This is the backbone of raymarched smoke, thick fog, cloudy explosions and glowing energy cores where soft depth and self-shadowing matter more than crisp edges.
Custom HLSL Shader
0 clipsHand-written shader code for bespoke looks.
When a node graph runs out of room, artists drop into HLSL for custom lighting models, procedural noise, dissolve masks or cheap analytic effects. Custom shader work is also where most of the performance tuning happens, since a single instruction saved is multiplied by every pixel the effect covers.
Decal
0 clipsProjected textures that stick effects to surfaces.
Decals project a texture onto whatever geometry is beneath them, which makes them ideal for scorch marks, blood, cracks, magic circles and impact rings. They ground an effect in the world for very little cost, and blending mode plus projection angle decide whether the result looks painted on or physically present.
Post-Process Effect
0 clipsFull-screen passes applied after the scene renders.
Post-process passes operate on the finished frame: radial blur on a dash, chromatic aberration on an impact, heat haze, bloom spikes or colour grading pushes during an ultimate. They are the fastest way to sell intensity, and the easiest to overuse, so most shipping effects ramp them over a very short window.
Flipbook
0 clipsSprite sheets played back as animated frames.
Flipbooks bake a simulation into a grid of frames and play them on a card, often with sub-UV blending or motion vectors to smooth the playback. They remain the cheapest way to ship a complex smoke, fire or explosion silhouette on any hardware, at the cost of memory and fixed camera-facing framing.
GPU Simulation
0 clipsHundreds of thousands of particles simulated on the GPU.
GPU simulation moves particle updates onto compute, unlocking counts that CPU systems cannot reach and enabling collision against depth buffers, distance fields and vector fields. It powers dense sparks, sand, swarms and large-scale destruction where the density itself is the effect.
Fluid Sim
0 clipsReal-time or baked fluid solvers for smoke, fire and water.
Fluid solvers advect density and velocity through a grid to produce curling smoke, rolling fire and splashing liquid. Real-time tools such as EmberGen and in-engine solvers let artists art-direct the motion live, then either run it at runtime or bake it into flipbooks and volume textures.
Distortion / Refraction
0 clipsScreen-space warping for heat, force and glass.
Distortion samples the scene colour behind an effect and offsets it with a normal map or noise, producing heat shimmer, shockwaves, cloaking and refracting crystal. It reads as raw force without adding brightness, which makes it a common partner to an otherwise subtle shockwave ring.
