top of page

Adaptive Weather Particle System

Date Started - November 2018

Duration - 2 Weeks

Team Size - 1

Back in 2018, I was tasked with making an adaptive weather system with the end goal of being able to hand the system over to a level designer, who would be able to implement it into any level and have full control without having to take time to learn the system.

​

The system first consisted of simple rain falling. This was directly editable in the hierarchy with options such as Thickness, Length, Speed, Colour, etc.

​

To add a more realistic effect, I next added 2 sub-emitters to the particle system for splashes, one for a ripple on contact and the other for a splash upwards to simulate the rain hitting the ground.

​

Combining all of these 3 elements together, the rain was complete.

Next up were atmospheric systems. For these, I decided to create a variety of options, all of which I am very happy with.

​

To start off the atmospheric options I chose a mixture of clouds and fog. This combination allows the designer to create low visibility areas to their liking.

​

To add to the eerie atmosphere I also implemented lightning and thunder, which I am most proud of out of all the implemented features. The Frequency and Thickness of Strikes, Colour, etc.

​

To finish it off I added a very pretty option of Fireflies. These are very pleasing to look at when implemented into a scene, with adjustable variables such as Colour, Population and Speed.

​

My main roles within this project were:

  • Creation of an adaptive weather particle system

  • Ability to hand over to designer to use with ease

Individual Elements

Making Of + End Result

bottom of page