Energy shields for Epic's "Lyra Starter Game" project.
I built an energy shield system using Lyra's Gameplay Ability System and Blueprint. The core visuals are a single shader/material, controlled via Blueprint.
The shield is a shell-mesh attached the player character, inheriting the same master pose component.
Internally, this was done functionally similar to Lyra's already existing Cosmetics system.
In terms of look and feel, I wanted something that visually fits into the world of Lyra and clearly communicates the enemy's health/shield values to the player.
I also added sounds which were in large part inspired by Apex Legends' strong sound design.
The shields work similar to "suit armor" in Half-Life 2, so absorbing 80% of incoming damage while active and recharging automatically after not receiving damage for short period of time, similar to shields in Halo.
This makes it possible for players to die while shields are active if health is low enough.
Shield effects in an already "effect heavy" scenario.
It was important that the shields would at most minimally contribute to "visual clutter" and still communicate important information to the player.
Soundscape and "heat of battle"
Shields at a distance.