In-Game footage courtesy of JoCat
'Siphon' System - Dynamic shape achieved using Beam Emitters and Ribbon Renderers
Alternate No-Tangent version
Siphon Failstate System - Uses the same Emitter properties as the Main Beam
AOE Decal
Undreaming Slash Attack - Implemented via Anim Montage
Slash System
Missile System - Trail Pans opposite to movement direction
Dust Damage Impact
Dust Ground impact
These are some of the VFX concept explorations and in-engine systems I did for one of Project Ghost's creature classes: The Undreaming.
Included are several color swatches, trail variants and in-engine system examples
[DOES NOT REPRESENT FINAL PRODUCT]
[Uploaded with permission from Fantastic Pixel Castle.]