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Archive case / 001

Niagara Fluids

A real-time Niagara study exploring particle-fluid behaviour, parameter control, and visual feedback inside Unreal Engine.

VFX experiment

Unreal Engine / Niagara

Video evidence / The capture shows an effect study rather than a production gameplay system.

Engineering question

How can exposed Niagara controls make a fluid-like effect fast to tune while preserving immediate visual feedback?

Focus

  • Particle simulation
  • Parameters
  • Visual feedback

The technical question

What was being tested

How can exposed Niagara controls make a fluid-like effect fast to tune while preserving immediate visual feedback?

Implementation notes

What I built

  1. 01

    Effect study

    A focused Niagara system explores particle simulation and a fluid-inspired motion language inside the Unreal viewport.

  2. 02

    Parameter control

    The study treats exposed controls as the authoring surface, making behaviour easier to adjust without rebuilding the entire effect.

  3. 03

    Visual feedback

    Iteration stays grounded in what is visible in-engine rather than in an offline render or a mock-up.

System map

The working path

A compact model of the relationships this experiment was designed to make explicit.

  1. 01

    Niagara system

  2. 02

    Exposed controls

  3. 03

    Particle behaviour

  4. 04

    Viewport feedback

Evidence and limits

What this proves

The capture shows an effect study rather than a production gameplay system.

This is an effect study. The footage does not claim a production gameplay integration, target-platform budget, or shipped optimization pass.

Next iteration

Profile a representative scene, establish a particle budget, and connect the strongest controls to a gameplay event.