Work VFX

Karma & Jonar

Fire, water, sky and destruction for an animated series made in Unreal Engine.

Project
Karma & Jonar
Studio
Viaplay Studios Animation
Years
2021–2023
Engine
Unreal Engine, Houdini
Role
FX Lead
Team
FX and tech team of six
Status
Released 2022, eight episodes
Karma & Jonar, final frame
The burning village, a final frame from the series. The breakdown is the same village in the editor.

Problem

Karma & Jonar is an animated series rendered in Unreal Engine. Its effects carry whole scenes: a burning village, water that reacts to what moves through it, a waterfall, cliffs and a bridge that give way, and in the final episode a sky that catches fire. All of it had to be built and finished inside the engine.

Constraints

  • The final frames come out of Unreal Engine, so every effect is judged in the engine.
  • Shots arrive with their cameras, environments and character animation already in the Unreal sequence.
  • Effects have to react to what is in the shot: characters in the water, objects through the waterfall.
  • Eight episodes, with an FX and tech team of six.

What I built

Fire and smoke. A fire setup in Niagara with its own material, so we could tune a fire while watching the shot. For the burning village, Niagara samples fire particles from the static meshes themselves, so any building can burn. A Blueprint tool emits smoke along a spline.

The fire setup on its own, in the editor.

Water. A water simulation that previews in real time and reacts to characters, and a waterfall that responds to collision actors as they pass through it.

Water, a final frame from the series.
The water simulation, previewed in real time.
The waterfall, from the breakdown.

The sky blast. The climax of the final episode: an arrow tears through the clouds and the sky seems to burn. I built it with the art director, Kevin Broberg, from his concept: dynamic volume clouds and debris in Unreal, and his abstract flame shader.

Kevin Broberg's concept for the sky blast.
The arrow before the sky blast, a final frame from the series.

Destruction. A bridge between Houdini and Unreal. The shot's Unreal camera sequence, with its environment and character animation, comes into Houdini, the fracture is simulated against it, and the result goes back to the engine. We used it for a crumbling cliff and a collapsing bridge.

Ambient. Volumetric fog, rolling fog and falling leaves in Niagara.

Ambient effects, a final frame from the series.

As lead I also took some shots from start to finish, and reviewed and guided the rest.

Result

The series came out in 2022: eight episodes, from the first fire to the sky blast in the finale. Other artists built their destruction shots on the Houdini setup, with my reviews; Xu Han's bridge is one of them.

Credits

Shown with permission. Footage from the series, as posted on ArtStation in January and February 2023.

Kevin Broberg
Art director. Concept and the abstract flame shader for the sky blast
Rebecka Granat
VFX artist. Fire and smoke shots
Adam Sagefors
Lighting, look dev and environment. Fire and smoke shots
Xu Han
Technical director. The bridge destruction