Unreal Engine Simulations

Real-Time Physics, Dynamics and Niagara, Niagara Fluids, Chaos Systems

This section is dedicated to Unreal Engine simulations and real-time technical experiments. I explore dynamic effects, motion behavior, particle interactions and physics-based visuals using Niagara and real-time tools in Unreal Engine 5. These works focus on motion logic, natural behavior and realism — elements that bring cinematic effects and environments to life. Simulations are where creativity meets controlled chaos.

Gravitational field

Check out this gravitational field effect! It’s actually super easy to pull off in the Chaos System by just dropping the Radial Magnitude parameter in FS_MasterField into the negatives. And, you know the drill: quick environment setup, lights, sound, post-process, camera, action!

Intro | Chaos System + Niagara Fluids

Just wrapping up work on the intro scene for my Unreal Engine simulations portfolio!

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

Ninja

A couple of days ago, as I was leaving a restaurant, I overheard the phrase, «Sometimes we should just talk.» I have no idea about the context in which it was said, but that single line immediately sparked this scene in my mind. Of course, I just had to bring it to life in Unreal Engine, with a little help from Chaos Systems.

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

Rift | Chaos System

I used Master Field within Chaos Physics, added some Niagara Particle effects, and, of course, lighting. Initially, I planned to include Niagara Fluids for dust from the road fractures, but decided the scene would become too cluttered and removed it—sometimes minimalism wins. As always, I assembled a small environment and thoroughly enjoyed refining everything with sound design to achieve a sense of completeness for the scene.

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