# Spellar Performance: Frost Star

**URL:** <https://forums.unrealengine.com/t/spellar-performance-frost-star/781657>\
**Category:** Showcase\
**Tags:** SpellarPerformance\
**Created:** [March 2, 2023, 2:24am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657 "2023-03-02T02:24:03Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![GwynAstors](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gwynastors/32/627534_2.png) [@GwynAstors](https://forums.unrealengine.com/u/GwynAstors)\
**Post date:** [March 2, 2023, 2:24am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/1 "2023-03-02T02:24:04Z")

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Title: Frost Star

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/2/d/f2dcd3c34d367f11e0cb5b94eea8a131be266e37.jpeg "[FrostStar] Unreal Challenge Spellar Performance") ](https://www.youtube.com/watch?v=3OICAmRgmvk)

Student Submission: No

Credits to sourced content:  
MagicalAnimSet  
Paragon level assets

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 ![EdotorScreen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/9/12989d24690f0a682844fbe7e6afc8fc5d86e5b1.jpeg)  
 ![Screenshot_7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/7/7/c77a9fe9d8a8474de8dff4503e7bd942f8f36f2f.jpeg)  
 ![Screenshot_8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/b/c/6bc8e009e06cccf68575410b2f27e37bd2246f40.jpeg)  
 ![Screenshot_9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/6/ad63a8a0ebb2cdd69d90e7e73c4285361a12ecdf.jpeg)

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- Did you use Houdini? No, only few meshes created some time ago for ice pikes were created in Houdini.

- Description:

In my submission for this challenge, I wanted to try some new techniques (for me personally) related to materials and Niagara, so the environment and the character himself are quite simple.  
The sequence itself consists of the appearance of a character, spell channeling and its casting, followed by anticipation.  
Basically, I stuck to the principles of creating visual effects for games. This spell is an AOE ability that uses the element of ice.

- Engine version : Unreal 5.1

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**Author:** ![DYLO\_Gaming](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dylo_gaming/32/641580_2.png) [@DYLO\_Gaming](https://forums.unrealengine.com/u/DYLO_Gaming)\
**Post date:** [March 2, 2023, 7:42pm UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/2 "2023-03-02T19:42:43Z")

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Solid presentation fam. The more submissions I’m seeing with simpler environments, the more I’m wondering if I shoulda done that too. I also gotta learn how to spawn meshes & have all the crazy destruction like that because all my FX are basic sprite renders 😭

If you have a chance to check out my [submission](https://forums.unrealengine.com/t/spellar-performance-unreal-challenge-dylos-submission/782034), I’d love your thoughts! 😃

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**Author:** ![MartyBlossom1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MartyBlossom1](https://forums.unrealengine.com/u/MartyBlossom1)\
**Post date:** [March 2, 2023, 10:17pm UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/3 "2023-03-02T22:17:30Z")

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Very satisfying, looks like it would be fun to use in game!

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**Author:** ![Klian](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/klian/32/1207571_2.png) [@Klian](https://forums.unrealengine.com/u/Klian)\
**Post date:** [March 3, 2023, 3:15am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/4 "2023-03-03T03:15:09Z")

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+1 Vote because:

1. Might be used in games
2. Precise and neat
3. Seems pretty customizable from your screenshots

Great work!

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**Author:** ![GwynAstors](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gwynastors/32/627534_2.png) [@GwynAstors](https://forums.unrealengine.com/u/GwynAstors)\
**Post date:** [March 3, 2023, 10:29am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/5 "2023-03-03T10:29:51Z")

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Thank you.  
Yes, from the very beginning I tried to make the effect customizable with help of user exposed parameters in order to make it easier for me to customize the final effect. When the number of emitters starts to exceed a certain amount, it becomes really useful.

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<div class="post-metadata">

**Author:** ![GwynAstors](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gwynastors/32/627534_2.png) [@GwynAstors](https://forums.unrealengine.com/u/GwynAstors)\
**Post date:** [March 3, 2023, 10:30am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/6 "2023-03-03T10:30:27Z")

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Thanks, I’m glad to hear that!

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<div class="post-metadata">

**Author:** ![GwynAstors](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gwynastors/32/627534_2.png) [@GwynAstors](https://forums.unrealengine.com/u/GwynAstors)\
**Post date:** [March 3, 2023, 10:38am UTC](https://forums.unrealengine.com/t/spellar-performance-frost-star/781657/7 "2023-03-03T10:38:39Z")

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Oh, You should definitely try using meshes.  
It’s very simple actually. The main thing is to start. This will not only open up a lot of possibilities for you in terms of functionality, but will help with the optimization of effects.

And as for the destruction, I myself do not understand much about it. I just used some Chaos to create the ground breaking animation. If you want to use Houdini for this, they have a page on artstation with tons of detailed tutorials to help you figure it out. [ArtStation - SideFX Labs](https://www.artstation.com/sidefxlabs)
