Klaus Fehkührer


VFX Artist & Game Designer


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Klaus Fehkührer



VFX Artist & game Designer



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 mostly use Unity's particle system and node-based shader editors. Additionally visual scripting allows me to quickly implement them and build more complex compositions.

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VFX for Zenith: The Last City



Starting a few month after the initial release of the VR MMO Zenith: The Last City I reworked many (soon all) of the game's visual effects. Most of the VFX shown in this PSVR2 announcement trailer were created by me.


Zenith MMO

VFX for 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.



Ice VFX Study - Frost Spikes Spell



An ice spell attack with an ice or snow surface across the ground. Visit my thread on RTVFX to get a glimpse of how this work progressed.


RTVFX Thread

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.



Beam VFX Breakdown



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



Lightning VFX Study



The experimental setup of this lightning makes it possible to easily adjust start and end point as well as the arc of the bolts.



Weaving Tides - Chest Spawn



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 - Temple Guardian Spawn



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 a boss enemy.



Weaving Tides - Item Received UI VFX



Satisfying reward pop-ups amplify the joy of collecting loot. 2D graphics like magical embroideries received an occasional shimmer effect.



Weaving Tides - Fixing Holes in the Woven Ground



The core mechanic of the game allows to mend the world. The ever waving ground smoothly re-weaves into an unscathed surface when players sew together torn areas.



Weaving Tides - Special Ability: Spit Stitch



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



Weaving Tides - Special Ability: Dash Stitch



The VFX of the dash stitch encircles players as they simultaneously sew torn areas and tear through environmental obstacles like flag poles with ease.



True Colors (personal project)



Trails of particles accelerated along a motion path allow for a splashy display of colors ; )



True Colors (personal project)



Particle trails paired with sub-emitters make up a stylized effect of raindrops on a glass plate.



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.



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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Zill (personal project) - Technical Insights



In the manner of a golden Hearthstone card this 2D illustration is split up in several layers and bolstered with visual effects in between them.



NIVA



Forest God Auras



NIVA



Forest God Auras - technical details



NIVA



Atmospheric Effects



NIVA



Moths at Ring Tree



Previous long term project: WEAVING TIDES





by Follow the Feathers



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 together with three colleagues in Vienna, Austria. During the four year long development I heavily focused on game design, project management and VFX, but I was also involved in prototyping, level design, asset production, integration of assets, puzzles and mechanics, UI and marketing.


Awards & Recognition:

• Finalist Best Game Design: Develop:Star Awards (Winner TBA) - 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


more

game design





What I love most about game design is coming up with innovative and engaging mechanics as well as guiding a game project towards a clear goal. I aspire to enhance people's lifes through games. My all time favourites: Don't Starve, World of Goo, and Zelda - Oracle of Seasons



NIVA





In this pacifistic exploration game players slip 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.


I was in the position of 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 them a break from their stressful everyday lifes.

Moreover, I took care of project management, visual effects 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


NIVA's official website: www.nivagame.com



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 and project management. Additionally I was responsible for visual effects, UI, asset creation and integration.


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 in various game modes, trying to get hold on tiny rotating planets while grabbing one that's already taken kicks off the other player.


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 this project within 72 hours. In the game you have to save smombies (smartphone zombies) from running into hazards because they are unaware of their surroundings while staring at their phones.


Awards & Recognition:

• 2nd Place (with Smombies): Radius Festival Game Jam - Vienna, Austria - 2016



Resume



CV





Professional experience:
  • 2022-present, Freelance VFX Artist for Ramen VR, remote
  • 2021-present, Freelance VFX Artist for various projects, remote
  • 2018-2021, Co-Founder, Game Designer, VFX Artist &
    Project Manager @ Follow the Feathers, Vienna
  • 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:
  • 2014-2019, Master of Arts in Arts and Design (MA) at University of Applied Sciences, Salzburg - study of Multi Media Art, special field 3D animation 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 animation
  • 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:
  • Realtime VFX - tools: Unity, Shader Editors, Adobe Photoshop
  • Game Design (feature design, core loop design, puzzle design, level design, user testing) - tools: Unity, Visual Scripting, Google Docs & Spreadsheets
  • Project Management - tools: Google Spreadsheets, Trello
  • 3D Asset Creation - tools: Unity, Autodesk Maya
  • Video Editing - tools: Adobe After Effects, Davinci Resolve

Languages:
  • German - native speaker
  • English - advanced (CEFR level B2)
  • Japanese - basic skills (CEFR level A1)

Klaus Fehkührer


VIENNA, AUSTRIA
klaus@followfeathers.com