Unreal Niagara · Unity VFX Graph · Blender · Proprietary Engines

MARK ABADIER

REAL‑TIME VFX ARTIST FOR GAMES

Demoreel

Selected Work

Meteor thumbnail
Impact · Combustion

Meteor

  • Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
  • Techniques: GPU particles, impact decals, flipbooks, heat-distortion materials, sequencer
Unreal / NiagaraBlenderPhotoshopMaterial CreationSequencer
Defensive Shield thumbnail
Player Ultimate Ability · Spellcast

Defensive Shield

  • Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
  • Techniques: GPU particles, shield meshes, flipbooks, ripple/shader materials, sequencer
Unreal / NiagaraBlenderPhotoshopMaterial CreationSequencer
Chaos Beam thumbnail
Channel · Damage

Chaos Beam

  • Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
  • Techniques: GPU particles, beam/trail meshes, flipbooks, distortion materials, dynamic lighting, sequencer
Unreal / NiagaraBlenderPhotoshopMaterial CreationSequencer
Blood Curse thumbnail
Player Ability · Spell Cast

Blood Curse

  • Responsibilities: Concept → texture (some sourced) → Niagara setup → shaders → implementation
  • Techniques: GPU particles, decal meshes, flipbooks, blood-magic materials, rim lighting, sequencer
Unreal / NiagaraBlenderPhotoshopMaterial CreationSequencer

About

REAL-TIME VFX ARTIST · GAME DEVELOPMENT · UNREAL / NIAGARA

Game artist with 16 years of production experience, specializing in real-time VFX for gameplay, combat, abilities, environmental effects and player feedback. Experienced across startup and AAA development, with hands-on Unreal/Niagara, Unity VFX Graph, Blender and proprietary-engine workflows.

Contact

Let's ship something that looks good at full speed.

Based in California — open to remote, hybrid, or relocation for the right project.