Klaus Fehkührer


VFX Artist


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Klaus Fehkührer



VFX Artist



VISUAL EFFECTS





Creating stylized realtime VFX for both gameplay and UI is one of my greatest passions. VFX strengthen the readability of games and juice up gaming experiences. To craft them I use particle systems, node-based shader editors, 3D modelling software and 2D texturing tools. Additionally visual scripting allows me to quickly implement them and build more complex compositions.

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VFX Artist at Super Glitch Games - worked on Vector Shift



I collaborated with Super Glitch Games for several months to create all VFX shown in this video and more. The thruster VFX are highly reactive to the ship's movement as well as easily recolorable to enhance player customization.


Vector Shift

VFX Artist at Super Glitch Games - worked on Vector Shift



All shown thruster VFX were created by me for Super Glitch Games in Unreal Engine 5. All materials for the ships themselves were created by art director Joseph Patience.


Super Glitch Games

Aqua Blast VFX Study



A water shield turning into a explosive blast attack created in Unity. Inspired by Jeanluc Kol's Mizuchi Shield. Character and animations by Mixamo.


RTVFX Thread

Fire Slashes VFX Study



Two flaming sword attacks, one standard, one charged. Character and animations by Mixamo.


RTVFX Thread

UI Button VFX Study



A handful of flashy button effects - because UI deserves style too. Material animations inUnity's uGUI are pretty restricted, so I repurposed vertex colors in a custom shader.


RTVFX Thread

VFX Artist at Ramen VR - worked on Zenith: The Last City



I joined the VR MMO Zenith a few months after its release and reworked many of the game's visual effects. Most of the VFX shown in this PSVR2 announcement trailer were created by me.


Zenith MMO

Vector Graphics VFX Study



In this quick study I tested a flat-shaded vector graphics-like look within Unity's Shuriken particle system.



Electric VFX Study



I created this performance of "Michelle" using animations from Mixamo to then enhance it with VFX. My goal was to achieve lightning bolts with a 2D-painted aesthetic, while using procedural texturing and flexible 3D positioning techniques.


RTVFX Thread

VFX Artist at Rarebyte - worked on We Are Screwed!



I created the majority of the VFX shown in this clip. All of them follow the scifi comic aesthetics of this co-op space action game and serve as quick feedback for the players without cluttering the screen.


We Are Screwed

Beam VFX Study



Three beam effects with three increasing power levels and visual variations which would fit diverse abilities or weapons. Each beam uses different technical approaches.


RTVFX Thread

Beam VFX Breakdown



A breakdown of the third beam to give an overview of the components it's made of.



Frost Spikes VFX Study



An ice spikes spell attack with a frozen and a snowy surface across the ground. Visit my thread on RTVFX to get a glimpse of how this work progressed.


RTVFX Thread

Co-Founder at Follow the Feathers - created Weaving Tides



Weaving Tides' USP is embedded in every aspect of the game, including the VFX. Ribbon-like shapes are used to highlight important outcomes, e.g. when a puzzle is solved or when a chest appears.


Weaving Tides

Co-Founder at Follow the Feathers - created Weaving Tides



Although the world of Weaving Tides is soft and cozy, it's important to tell players when they are about to face a big threat like the temple guardian.



Co-Founder at Follow the Feathers - created Weaving Tides



Satisfying reward pop-ups amplify the joy of collecting loot. Important UI graphics like magical embroideries received an flowmap-based shimmer effect.



Co-Founder at Follow the Feathers - created Weaving Tides



The core mechanic of fixing holes in the ground allows you to mend the world. The ever waving ground smoothly re-weaves into an unscathed surface when the player sews together torn areas.



Co-Founder at Follow the Feathers - created Weaving Tides



A large magical spiral of ribbons frames the area of effect of the special stitching move. When aiming the area of effect is anticipated with subtle pulsing ribbon-like rings



Taurus (personal project)



Breaking up a 2D illustration into several layers and projecting the character on a 3D model made it possible to let magical vines grow around and throw light on specific parts of the anatomy.
Original illustration by Verena "Ren" Demel.


RTVFX Thread

Zill (personal project)



Waving feathers and clothes, glowing lanterns and crystals as well as materializing magical circles breath life into the artwork that depicts Zill, the wandering shape-shifting merchant.
Original illustration by Verena "Ren" Demel.


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4 years of fulltime indiedev: WEAVING TIDES





Dive into a magical woven world on the back of your own carpet dragon! Explore the textile landscape, solve puzzles, challenge quirky creatures and unravel the great mysteries of a long forgotten past in Weaving Tides!


Released on May 27th, 2021 on Steam and Nintendo Switch.


In 2018 I founded the indie game company Follow the Feathers to develop Weaving Tides together with three colleagues in Vienna, Austria. During the four year long development I heavily focused on game design, VFX and project management, but I was also involved in prototyping, level design, asset production, asset implementation, puzzles and mechanics, UI and marketing.


Awards & Recognition:

• Finalist Best Game Design: Develop:Star Awards - online - 2021

• Finalist Excellence in Visual Art: DevGamm - online - 2021

• Finalist Innovation: Taipei Game Show - online - 2021

• Finalist Crowd-Funding Campaign: gamesindustry.biz Indie Publishing Awards - 2021 • Winner: SAGA Awards - online - 2020

• Finalist Innovation: Ludicious - online - 2020

• Official Selection: Indie Arena Booth @ Gamescom - online - 2020

• Finalist Excellence in Visual Art: DevGamm - online - 2020

• Official Selection: Digital Dragons - online - 2020

• 2nd Place (Pro Category): Game Development World Championship - online - 2019

• Best Adventure: DreamHack Winter - Sweden - 2019

• Official Selection: FM4 Indie Area @ Game City - Austria - 2019

• Official Selection: Indie Arena Booth @ Gamescom - Germany - 2019

• Finalist Innovation: BIG Festival - Brazil - 2019

• Finalist Best Art: Game Access Conference - Czech Republic - 2019

• Finalist Best International Indie Game: Poznan Game Arena - Poland - 2018

• Winner: ReVersed, PC Indie Pitch - Austria - 2018

• Official Selection: EGX Rezzed, Leftfield Collection - UK - 2018


Official Website

game design





By developing several game projects from start to finish I gained a lot of insight in different departments and a good feel for scope. What I loved most about the design process was coming up with innovative and engaging mechanics as well as guiding a project towards a clear goal.



NIVA





In this pacifistic exploration game the player slips into the role of a mighty forest god to tend the forest and free it of a moth-like infestation. Through observation and by using the abilities of nurturing and withering fascinating plants, players can solve environmental puzzles in order to get rid of the mysterious infestation.

NIVA released on November 1st, 2016 on itch.io.


As the lead game designer my vision was to create simple but intriguing mechanics and allow players to immerse themselves in a mesmerizing forest. NIVA exists to give players a break from their stressful everyday lifes.

I was also responsible for visual effects, project management, and marketing.


Awards & Recognition:

• Bronze: Art Directors Club Germany - Germany - 2017

• Official Selection: Casual Connect, Indie Prize - Germany - 2017

• Best Game: Austrian CG Award - Austria - 2016

• Best Student Project: Austrian CG Award - Austria - 2016

• Finalist: Subotron Live Pitch - Austria - 2016​



YoKaisho





A combination of a modern day tablet app and a traditional board game. In YoKaisho you shoo away quirky Yokai by building modular defenses and playing cards. All game features happen both physically and virtually.

YoKaisho was created for practise purposes only and is not publicly available.


I was in charge of game design, visual effects, 3D asset creation, UI, asset implementation and project management.


Awards & Recognition:
• Best Game: Austrian CG Award - Austria - 2015

• Finalist Best Crossmedia Art: Austrian CG Award - Austria - 2015

• Finalist Best Game Design: Animago Award - Germany - 2014

• Shortlist: Connecting Cultures: European Youth Award - 2014



Game Jams





Grab Universe
This game was
created during a 24 hour game jam with a team of 5 people. It's a 2D multiplayer game. Every player controls two alien hands floating around in outer space, trying to get hold on tiny rotating planets. Grabbing a planet that's already taken kicks off the other players.


Smombies (aka Head down Tribe)

At the Radius Vienna 2016 Game Jam our team of 4 people got rewarded with the 2nd Place for creating Smombies within 72 hours. In the game you have to save smombies (smartphone zombies) from running into hazards, 'cause they are unaware of their surroundings while staring at their phones.



Resume



CV





Professional experience:
  • 2021-present, VFX Artist for various game studios (most noteable: Super Glitch, Ramen VR, Rarebyte, Purple Lamp), remote & hybrid
  • 2018-2021, Co-Founder, Designer, Artist @ Follow the Feathers, Vienna (developed & released Weaving Tides on Nintendo Switch & PC)
  • 2011-2017, Freelance 3D Artist, remote
  • 2013 Aug-Dec, XYRALITY, Hamburg - 3D Game Tech Artist Intern, structuring and visual implementation of UI, creating game VFX
  • 2010-2011, Red Cross, Wels, Austria - civilian service as an emergency medical technician


Education:
  • 2014-2018, Master of Arts in Arts and Design (MA) at University of Applied Sciences, Salzburg - study of Multi Media Art, special field 3D graphics and game design
  • 2011-2014, Bachelor of Arts in Arts and Design (BA) at University of Applied Sciences, Salzburg - study of Multi Media Art, special field 3D graphics
  • 2005-2010, Technical college for interior design and furniture construction (HTBLA Hallstatt)
  • 2001-2005, Secondary modern school (Sporthauptschule Lambach)
  • 1997-2001, Primary school (Volksschule Lambach)

Skills:
  • VFX and Game Development - tools: Unity (10 years), Unreal (1.5 years), node-based shader editors, Substance Designer, Photoshop
  • 3D Asset Creation - tools: Autodesk Maya, Headus UVLayout
  • Project Management - tools: Trello, Jira, ClickUp, Confluence, ...
  • Video Editing - tools: Adobe After Effects, Davinci Resolve

Languages:
  • German - native speaker
  • English - proficient (CEFR level C1)
  • Japanese - basic skills (CEFR level A1)

Klaus Fehkührer


SALZBURG, AUSTRIA
klaus@followfeathers.com