Futuristic Unreal 5 Weapon FX
Budget: €8 – €30 EUR
I have created two sleek, high-tech sci-fi weapons inside Unreal Engine 5—a Staff weapon and a Zat—and I now need four bespoke Niagara systems to bring them to life. The overall look must feel distinctly futuristic, clean, and advanced; think bright energy pulses, cohesive color palettes, and subtle screen-space glows rather than gritty sparks or smoke.
You will receive reference clips and stills that illustrate the timing, color, and general vibe I’m after, so you’re not starting from a blank slate. However, the final execution must sit naturally in UE5’s lighting pipeline and work in both Lumen and traditional baked scenarios.
Deliverables
• Staff weapon “activate” Niagara system
• Staff weapon firing Niagara system
• Zat firing Niagara system
• Zat impact (“hit”) Niagara system
Acceptance criteria
• Each system plugs into my existing Blueprint weapons without additional code changes.
• Niagara emitters are parameterized for color, intensity, and scale so I can tweak them later.
• Performance stays under 1 ms per effect on a typical mid-range GPU when triggered individually in a blank level.
• All textures, materials, and curves used are included in the .uasset files and respect UE5 naming conventions.
I will supply the current weapon Blueprints, skeletal meshes, and the reference videos as soon as we start. If you have recent examples of futuristic VFX work—or a short demo scene in UE5—that would be great to see when you respond.
You will receive reference clips and stills that illustrate the timing, color, and general vibe I’m after, so you’re not starting from a blank slate. However, the final execution must sit naturally in UE5’s lighting pipeline and work in both Lumen and traditional baked scenarios.
Deliverables
• Staff weapon “activate” Niagara system
• Staff weapon firing Niagara system
• Zat firing Niagara system
• Zat impact (“hit”) Niagara system
Acceptance criteria
• Each system plugs into my existing Blueprint weapons without additional code changes.
• Niagara emitters are parameterized for color, intensity, and scale so I can tweak them later.
• Performance stays under 1 ms per effect on a typical mid-range GPU when triggered individually in a blank level.
• All textures, materials, and curves used are included in the .uasset files and respect UE5 naming conventions.
I will supply the current weapon Blueprints, skeletal meshes, and the reference videos as soon as we start. If you have recent examples of futuristic VFX work—or a short demo scene in UE5—that would be great to see when you respond.