VFX explorations for Rafa’s targeting HUD. I designed these to be advertisements from a weapon manufacturer’s catalog.
VFX explorations for Rafa’s targeting HUD. I designed these to be advertisements from a weapon manufacturer’s catalog.
VFX explorations for Rafa’s targeting HUD. I designed these to be advertisements from a weapon manufacturer’s catalog.
These were done as a series of shield break explorations. As the player loses their shields, the player is given a visual representation when they lose a chunk of their shield.
These were done as a series of shield break explorations. As the player loses their shields, the player is given a visual representation when they lose a chunk of their shield.
These were done as a series of shield break explorations. As the player loses their shields, the player is given a visual representation when they lose a chunk of their shield.
Some explorations for a deplorable Tediore shield.
Designs for Rafa’s visor and HUD when in third person.
Designs for Rafa’s visor and HUD when in first person.
Armor pickup designs.
Explorations for the Daedalus shield material and HUD design. These pitched using Aerogel as a reference for having a hologram with some thickness to it.
Shape explorations for the weapon-mounted Daedalus shield.
Boss world encounter bubble designs.
Some explorations for a sonic weapon blast.
VFX explorations for Rafa’s APOPHIS Lance attack.
While working on Borderlands 4, I ended up wearing a lot of hats and working on a wide variety of subject matter, from character design and environment concept art to props and VFX exploration. This was my first time doing this much VFX work and I ended up enjoying it a lot.