Nightingale bossfight is the first bossfight in the game and I took active part in designing and implementing the VFX visuals for it.
- The big stormy "imminent death" attack that is supposed to push the player out of the arena... or kill them
- The typical slam attack, with water and vegetation interaction involved
- The shockwave attack, a travelling projectile, also with an interaction package
- Lots of smaller things, like Nightingale's blur and reaction to flashlight, shaders and tech used for particles etc.
Of course the fight had many more elements that were also made by the rest of the VFX team. This includes breaking rock walls, leaves falling from the sky, the final shield effects and burning looks etc.
Axel Furuvik, John McKenna, Matti Hämäläinen, Pol Rius, Johannes Richter - everyone had some involvement in this fight, check their work out!
https://www.artstation.com/piranesy
https://www.artstation.com/the_square
https://www.artstation.com/mckennafx
The elephant in the room - the big storm attack. The effect was supposed to push you out of the main arena - what would work better than a huge raging storm darkness tornado?
Typical slam heavy attack, using the Dark Veil blur system I made
Shockwave projectile, also using the Dark Veil blur system
The red lens-flare like particle technology I did not initially made for the enemy weak points, and not for this fight, but it was used this way by other VFX artists - and I say it fits here nicely!