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11:21:30
Valorant: Incursions
Valorant: Incursions
Got to work on a Riot Games cinematic led by Dave Lawson in 2024. I was a part of the FX Team led by Daniel Soo. This cinematic was aired when Riot Games announced that Valorant was going to be released on gaming consoles.



Research
Research
The style of this project was a little challenging for me to get used to. We wanted to really capture the classic Riot cinematic look, so we needed a ton of references from past Valorant and League of Legends cinematics. I got to work on another one of Valorant cinematics in 2023 so I had a decent amount of references from the past.
The style of this project was a little challenging for me to get used to. We wanted to really capture the classic Riot cinematic look, so we needed a ton of references from past Valorant and League of Legends cinematics. I got to work on another one of Valorant cinematics in 2023 so I had a decent amount of references from the past.
Research
The style of this project was a little challenging for me to get used to. We wanted to really capture the classic Riot cinematic look, so we needed a ton of references from past Valorant and League of Legends cinematics. I got to work on another one of Valorant cinematics in 2023 so I had a decent amount of references from the past.
Design
Design
Some of the things like the FX elements for Gecko, we had no references for. We had some in game footage and references but they were very limited in the information they provided us. A lot of the Gecko FX elements and the character compilation was concepted and iterated to look like a higher quality version of the game references.
Some of the things like the FX elements for Gecko, we had no references for. We had some in game footage and references but they were very limited in the information they provided us. A lot of the Gecko FX elements and the character compilation was concepted and iterated to look like a higher quality version of the game references.
Design
Some of the things like the FX elements for Gecko, we had no references for. We had some in game footage and references but they were very limited in the information they provided us. A lot of the Gecko FX elements and the character compilation was concepted and iterated to look like a higher quality version of the game references.
Development
Development
We used Houdini, Maya and Nuke for most of the FX elements. To achieve the stylized look a lot of the time and effort went into making shaders that got us closer to the look we desired.
We used Houdini, Maya and Nuke for most of the FX elements. To achieve the stylized look a lot of the time and effort went into making shaders that got us closer to the look we desired.
Development
We used Houdini, Maya and Nuke for most of the FX elements. To achieve the stylized look a lot of the time and effort went into making shaders that got us closer to the look we desired.
Concept
Concept
Concept















©2024 Mad Pixels DESIGN
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©2024 Mad Pixels DESIGN
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