Braum | VFX | 2XKO

2XKO Braum VFX by Jose Estrada

Light

Light

Heavy

Heavy

Heavy (Unbreakable version)

Heavy (Unbreakable version)

Launcher

Launcher

Special: Winter's Bite

Special: Winter's Bite

Special: Winter's Bite (Unbreakable Version)

Special: Winter's Bite (Unbreakable Version)

Special: Fight, Mighty One

Special: Fight, Mighty One

Special: Shattering Spires

Special: Shattering Spires

Special: Glacier's Breaker

Special: Glacier's Breaker

Battering Ram

Battering Ram

Super: The Heart of the Freljord

Super: The Heart of the Freljord

Ultimate: Snaxx Time

Ultimate: Snaxx Time

Ultimate: Stylized Hit Frame

Ultimate: Stylized Hit Frame

Worry not, for BRAUM is here! 
I had the pleasure to be the main VFX artist on Braum for 2XKO! 
The goal was to adapt Braum's kit and lore from League and existing Runeterra IP's, and evolve it for a fighting game. For 2XKO Braum every move involving the shield in it's animation needed a 2nd visual for when the shield was iced, so some moves have unbreakable versions. It was a n-ice challenge, and I learned alot about making more volumetric feeling FX and smears through shading and layering techniques. 
I also got to use some of my shader experience to help make more 3D feeling snow on the floor, and screenspace half-tones for the Ult.
Many thanks to Cal Luo for their help with the snow animations, Alex Redfish for concept guidance, Walker Paulsen for helping me touch up some of my smears and Kelsey Holland for helping update certain moves to scale better for FX skinning.
I collaborated with 3D Modeller Blair Armitage who did a phenomenal job on the 3D models for the Back S2 Ice wall , Frozen State Ice Cube, Ice Spikes and Ice Floor Geysers.
Earl Sagayno did all the cute poro intro and outro FX.