Life is Strange: True Colors - Aura FX

Fear (left), Anger (right)

Sadness (left), Joy (right)

Major design elements for each aura (anger, fear, joy, sadness)

Major design elements for each aura (anger, fear, joy, sadness)

Early exploration comparing 2 different aura methods: Post-process FX (left) vs Translucent FX (right)

Early exploration comparing 2 different aura methods: Post-process FX (left) vs Translucent FX (right)

Common bug: "pillow people" due to FX losing references

Common bug: "pillow people" due to FX losing references

Life is Strange: True Colors - Aura FX

I was responsible for creating the Aura FX system used in Life is Strange: True Colors. The design goal was to create a visually complex effect (not just a simple glow) that would convey a specific emotion a character was experiencing. The system needed to be robust enough to support cinematic control over specific auras, automated setup so it could be added to as many characters as possible in a given scene and allow for placement on both characters and interactable objects. I'm really proud of how this system turned out; it was my first major credit on a game and I got to be involved in every step of the project, from initial design all the way up to cinematics.

(And as a little bit of fun BTS, a common bug that occurred was that the references to the FX would drop, but the proxy geo would still render, resulting in "pillow people".)