Every spell in our world starts as a concept – a rough vision of what it should feel like in VR.

11 Jul 2025, 16:08
Every spell in our world starts as a concept a rough vision of what it should feel like in VR. From there, it’s a process of precision and iteration: 🌊 Fluid and particle simulations give us fine-grained control over how energy moves and reacts. 🎛 Effects are then brought into Unreal Engine using vertex animation textures and point caches to optimize performance in VR. 🔬 Finally, every layer is refined to make the spell responsive and believable in an immersive environment. What you see in-game isn’t just visual—it’s a system designed to work seamlessly with hand tracking, physics, and multiplayer synchronization. This is part of how we approach VFX in Victoria VR: not as static visuals, but as living systems designed for real-time interaction. Website | Twitter | Telegram | Announcements | Discord |Staking | OpenSea | Medium | Instagram | YouTube