RiotSirhaian

RiotSirhaian



04 Oct

Post

Hello everyone!

Similar to the previous VFX updates we’ve made in the past (Ziggs, Zilean, Malzahar, etc), we're working on updates to the Visual Effects (VFX) of champions whose spell effects are in need of some love. Our aim is to get their VFXs to current League standards and improve gameplay clarity. This time, it's Syndra's turn, for 11.21's PBE Patch! I worked on this particular VFX Update with the great Riot Temcampy!

Just like all the previous ones, and since these are smaller updates geared toward sprucing up some of the oldest members of the roster, they aren't in the same prioritization conversation as to how we decide who gets a VGU (where we take model, gameplay, and thematic into account too!): they do not affect any other timeline, and are simply dev passion projects.

Here's a video preview of the changes. As usual, the more recent the skins are, the less changes they are getting. Her...

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25 Jun

Comment

Originally posted by dafucking

The man himself! :D Glad to see you here man, been following your work since Devil Teemo fan work. Keep doing the good work! Love your skins.

Aaah, the memories... :')

Thank you!

Comment

Originally posted by MidMang0

You’re insane, you’ve been consistently pushing out amazing work, thank you so much for your effort.

Appreciate the kind words! Thanks!

Comment

Originally posted by JevonP

You do these updates mostly as pet projects iirc, right?

Absolutely love them. Any teasers on the upcoming vfx updates?

Yup! I was really impressed with the new Zilean appearance in LoR and I just had to update League's. :)

Took longer than I'd wanted, but better late than never!


24 Jun

Comment

Originally posted by Dancingtree444

Just wanna say keep up the great work :)

Thanks <3

Comment

Originally posted by TestosteroneTank

Just to be clear, all of the other skins that used his old base animations will not get the updates and still use his old base animations? So they will still be throwing that ugly ass popcorn around?

Just curious since it seems like each of those animations are the same (e.g. Time Machine Zilean and base Zilean have all the same animations), to a layman like me it would seem like a copy/paste for the old skins that have no different animations. Thankful regardless, but just curious.

The skins using the base VFXs will get the new base VFXs. :)

Comment

Originally posted by IcarusNocturne

Is there a reason why the rest arent being done? I'm not complaining, his work on base Zilean is absolutely superb but to me it feels weird to update the base skin and leave skins like Blood Moon and Groovy untouched.

It's due to their pricing. I'll tweak the Blood Moon and Sugar Rush ults to match the new base, but I cannot touch any of the other skins because their price is too low. I did add some sand in his Shuriman skin, though!

Comment

Originally posted by dafucking

I wish his Q was greener like his LoR counterpart. The green looks amazing on LoR explosion.

I make them a bit more blue to get a compromise between the glowing green of LoR and the beautiful cyan of his League splash. Also green tends to look like a heal, especially such a vibrant one, so I delved more into cyan/teal. :)


13 May

Comment

Originally posted by ScoopJr

Haha you make it seem so easy!

How did you start learning VFX? What advice would you give to yourself starting out as a beginner?

Tutorials and experimentation! Look up Unity or UE4 VFX Tutorials online. :D


12 May

Comment

Originally posted by Vahallen

You probably won’t read this but I really wanted to say it so I will try anyway

I absolutely love your work and I’m getting Morde and and Renekton skins day one

Keep making great skins, love your work!

Thank you! <3

Comment

Originally posted by ScoopJr

Hey! I'm loving the skin work here! Question - Are the indicators before abilities hit on the ground meshes with shaders applied to them?

You mean Morde's Q? It's just some horizontal quads with textures and some physics on them. :D

Comment

Originally posted by Soxviper

Does this legendary skin really have a bigger memory allocation than say, ultimates like Elementalist Lux or DJ Sona?

No, we would not be allowed to do that. :')

But it's definitely high!

Comment

Originally posted by Soxviper

What exactly do you mean by memory?

Our memory budget, how much data we are allowed to put into a skin without breaking the game. :)

Comment

Originally posted by steinberg_na

Piggyback on the ult comment: looks absolutely incredible, but the particles added where it looks like a projectile shoots from Morde to his ult target is new and might give an advantage to the target (an advantage not present on other skins) if they have a spellshield/immunity or other ult dodging mechanics. The ult animation on his other skins is far less noticeable.

That is something that is present on all skins. :)


11 May

Comment

Originally posted by FNC_Luzh

Thanks for answering!

You guys have done a wonderful job on this Morde skin by the way.

Thanks!

Comment

Originally posted by bzlister

/u/RiotSirhaian mind discussing how the Project Morde ult was accomplished? I read the article on the engineering challenges associated with Elementalist Lux and I'm very curious to know how you were able to get around the (apparently somewhat low) limit for particle effects.

I was thinking of making a Twitter thread some time after its release to explain some of the challenges and show some WIPs.

If I were to summarize it, the city is a mesh set to always render in front of the ground with a big camera offset, with the gameplay arena masked by a stencil mask. We had to do a lot of compromises to make it work. For example, base Mordekaiser's ult uses another technique that ensures it always renders above ground. But that wasn't possible with this city: it caused transparency issues within the mesh and looked absolutely awful. Making it fully solid without any transparency also didn't work because it simply didn't merge well with the rest of the background.

So yea it was my biggest technical challenge yet, but I'm pretty happy with the end result. :D

Comment

Originally posted by FNC_Luzh

f**k that ultimate is dope.

Why the Evelynn emotes tho.

Our concept artist made a few hologram images that we re-used for the city. Among them were Eve and Teemo. :')

I'd have loved to diversify them more, but we were very limited in memory at that point, so we couldn't.


08 Apr

Comment

Originally posted by patmax17

and where's the problem? :P

I personally don't know but I'm sure many people would find issues with it. uwu

Comment

Originally posted by Molokai95

Do that for Nautilus now.

Nautilus is fine. I updated his hitbox visuals and it's as accurate as it can be.


07 Apr

Comment

Originally posted by MaleQueef

We're gonma have to ask you to hack the balance team computers sirhaian. 😌

You really don't want me to balance the game. Annie would end up with 100% win rate. And Akali would be deleted. (: