I also focused on character movement VFX, including idle, walking, running, sprinting, jumping, and landing. My goal was to make the character feel magical even during normal movement, rather than limiting the effects to combat. I created different Niagara systems for subtle idle particles, floating magical companions, footstep effects, flowing ribbons, and movement trails. For jumping and landing, I explored more dynamic effects such as magical ground symbols, expanding ripples, petals, dust, and impact bursts. These effects are connected to the character’s movement and animation, using Blueprint to control their timing, position, and behaviour. I also experimented with attaching effects to different body sockets, allowing ribbons and particles to follow the hands, feet, and hair naturally. The main challenge was finding the right balance between visual detail and readability, keeping the character visually interesting without overwhelming the animations or gameplay.