League of Legends VFX Guide 2017
Riot Games' 2017 League of Legends VFX guide codifies style, readability, and technical rules for in-game effects. The 37-slide handbook argues VFX must prioritize gameplay clarity through accurate AoE and hitbox representation, value and saturation ranges, shape language, and timing stages. Six sections, Overview, Gameplay, Value, Color, Shapes, Timing, include champion examples for Teemo, Lux, Ziggs, and Sion.
- Category
- Guideline
- Industry
- Gaming
- Brand
- League of Legends
- Published
- Slides
- 37
- Slide 1: The complete guide to creating visual effects within League
- Slide 2: Table of contents listing six sections: Overview; Gameplay; Value; Color
- Slide 3: Section I introduction framing the VFX discipline's purpose: translate game
- Slide 4: Summarizes the League VFX philosophy and four core goals
- Slide 5: Section II heading introducing gameplay-focused guidance for VFX
- Slide 6: Defining gameplay by creating areas of focus
- Slide 7: Lists characteristics for primary elements (high value range, clear silhouette
- Slide 8: Accurate representation of areas of effect
- Slide 9: Accurate representation of effect hitboxes
- Slide 10: Explains mapping an effect's visual presence to its gameplay importance
- Slide 11: Scale of importance for VFX particles
- Slide 12: Section header introducing 'Value' principles for controlling brightness, contrast
- Slide 13: How to determine value range
- Slide 14: Value range in context
- Slide 15: Enhancing magical effects by using proper value range
- Slide 16: Enhancing magical effects by using illumination
- Slide 17: Using value range to create an area of focus
- Slide 18: Section header introducing color principles for VFX, including appropriate saturation
- Slide 19: The importance of color in VFX
- Slide 20: Color relationships between champions and their VFX
- Slide 21: Complimentary colors and hue usage in VFX
- Slide 22: Color palettes for common spells in League
- Slide 23: Spell palettes: Gun Powder, Frost, Arcane
- Slide 24: Spell palettes: Nature, Shadow Isle, Celestial
- Slide 25: Spell palettes: Wind, Hextech, Water
- Slide 26: Ally and enemy indicator color conventions
- Slide 27: Section V introduces shape language as a core VFX principle
- Slide 28: Using shape language to define our VFX style
- Slide 29: Creating well-defined shape silhouettes
- Slide 30: Creating movement with the shape layer itself
- Slide 31: Introduces timing as a core VFX principle and signals
- Slide 32: The Importance of Timing in VFX
- Slide 33: Using Timing to Communicate Gameplay
- Slide 34: Argues that believable, precisely timed motion clarifies gameplay intent
- Slide 35: Artistic Enhancement with Dynamic Timing
- Slide 36: Reducing the Amount of Time Effects Stay on Screen
- Slide 37: Closing slide offering a simple thank-you to conclude the timing
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