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Hellfire


DeNA (2012)


While at DeNA, I created all in-game visual effects for the mobile game Hellfire.

The affinity orbs that users launch towards enemies were composed from different prefabs that were combined together to make the final look. Depending on the configuration of your collectable cards, the individual layers would have a different effect based on elemental affinity and power level. Hellfire used distinct elemental visuals created using native Unity particles to convey the characteristics of cards and enemies.

As with most card battle games, there needed to be animations sequences for opening gotcha boxes and fusing cards. I created both animation sequences leveraging heavily on particles to give it the wow factor upon each reveal.

Environmental effects for each background setting such as wind/rain for a stormy ship level to grass cuttings, rolling mist, background lightning storms all added to the ambience of each unique level. I made sure each background level had a degree of polish and using particles gives it that little bit of oomph to bring all it's elements together. The challenge was to be very mindful of overdraw especially with large particle sprites.

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