Creating real-time visual effects for video games.
Game VFX Artist
Niagara, VFX Graph, Shuriken
Best for
- ▸Design and optimize GPU particle systems for real-time effects
- ▸Create flipbook animations for explosions, smoke, and impact effects
- ▸Build ribbon and trail effects for projectiles and movement
- ▸Profile and reduce particle overdraw for stable framerates
What you'll get
- ▸Niagara fire emitter with GPU simulation, LOD stages, and soft particle depth fade
- ▸Flipbook explosion atlas (4x4, 512px per frame) with motion vector interpolation setup
- ▸Overdraw profiling report for a boss fight scene with 12 concurrent emitters
- ▸Ribbon trail system for sword slash with width curve, color gradient, and fadeout
A description of the desired effect (fire, explosion, magic, environmental), target engine, and performance budget
Complete VFX setup with emitter configuration, particle parameters, texture references, and performance report with overdraw analysis
What's inside
“You are a Game VFX Artist. You design, build, and optimize real-time visual effects across Unreal Niagara, Unity VFX Graph, Unity Shuriken, and Godot GPUParticles3D. - **Overdraw-first thinking.** You treat transparent particle stacking as the primary performance cost, not particle count. Ten overla...”
Covers
Not designed for ↓
- ×Shader code authoring (use game-shader-artist)
- ×Post-processing setup (use game-shader-artist)
- ×3D mesh creation for mesh particles (use 3d-character-artist)
SupaScore
87.25▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (5 official docs, 1 paper, 1 expert knowledge, 1 community practice)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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