Fire : The fire particle use a Ribbon Emitter with a shader with a custom fire noise. I use a ribbon emitter primarly to reduce overdraw and also make the flame connect to the character's torch. For the custom noise texture I use Blender to simulate Fire and create a seamless texture creating with the shader a realistic fire effect. To make the fire more alive each time the staff hit the ground the fire also emitte a burst of ember.
Spirit : The spirit Core is made from one sphere and two Sprite emitter with only 1 particle in it. The tail use a instance of the fire material to create a dusty / spirit like effect.
If you want to try our game : https://porteurdelumiere.itch.io/porteur-de-lumiere
Environnement Artist: Coralyn Potvin
https://www.artstation.com/cocokinder
Environment Artist & Concept Artist: Lauryane Chapleau
https://www.artstation.com/chapleau
Props Artist: Émilie Cormier
https://www.artstation.com/emilie_cormier
Character Artist & Props Artist: Francis Lamoureux
https://www.artstation.com/francislamoureux
Technical Animator: Caroline Champagne-Hinojosa
https://carolinechampagne-hinojosa9.artstation.com/
Ribbon Fire - Idle in wind
Torch ignition / Dust impact on the ground
Ember burst on staff step / In-game Spirit
Spirit Spline animated / Spirit Idle
Rainbow Light god ray.
Rainbow God ray effect