Waterfall From League of Legends Breakdown
Subscribe:  iCal  |  Google Calendar
Moscow RU   16, Oct — 18, Oct
Helsinki FI   17, Oct — 25, Oct
Minsk BY   17, Oct — 19, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Latest comments

bad management, its your job for stuff like that not to happen, dont put that extra weight on artist because management didn't do your job

by Robert Gardner
40 min ago

It really is the best game of 2018, Thank you.

"We're saddened if any former members of any studio did not find their time here enjoyable or creatively fulfilling and wish them well with finding an environment more suitable to their temperaments and needs…" Or : We're saddened if any former members of our studio are not happy to have been exploited to enrich us. Awesome !!!! Ok, guys… you have lost one customer !

Waterfall From League of Legends Breakdown
9 June, 2017

Have a look at the amazing analysis of the technique, which Mark Khalil used to create stylized waterfalls for League of Legends.

Mark Khalil is a senior environment artist at Riot Games. He’s worked on a number of projects, but currently, he’s occupied with League of Legends. His main task is making those battle areas pretty. Specifically for Real Time VFX he made a short breakdown of the  Waterfall, used on the Summoner’s Rift map in LoL.

Just like the Environment Art, we wanted something timeless and painterly. Overall, our intent for Summoner’s Rift VFX was to give some form of movement to the environment, a “life pass”, but still not distracting from the gameplay space.

Here’s an example of some of the references Mark used in his work.

This is how the whole process was organized. It’s very simple and straightforward, but at the same time it helps to build some amazing things.


Leave a Reply

Be the First to Comment!