Uploaded May 2026 | Updated September 2026, 3 weeks ago
In this advanced workshop, VFX Director Fabio Silva reveals the high-end technical workflows used to create cinematic visual effects for AAA titles: thegnomonworkshop.com/workshops/creating-a-sci-fi-dome-barrier-in-unreal-engine
Watch this, plus hundreds of free lessons at thegnomonworkshop.com
ADVANCED REAL-TIME FX WORKFLOWS FOR AAA GAMES
In this advanced workshop, VFX Director Fabio Silva reveals the high-end technical workflows used to create cinematic visual effects for AAA titles. Having worked for Naughty Dog, Blizzard, Epic Games, Crytek, Guerrilla Games, and Striking Distance Studios, Fabio has designed this workshop for intermediate- to advanced-level artists, focusing on teaching how to create a reactive, high-tech sci-fi shield system over four hours of comprehensive instruction. Fabio brings his expertise as a three-time VES Award winner to help artists bridge the gap between complex technical logic and high-fidelity artistry.
The core of the workshop focuses on Unreal Engine 5, where artists will learn how to construct a sophisticated, multi-stage Dome Material. Fabio shows how to master Render Target setup to create a barrier that physically and visually reacts to external impacts. He also dives deep into Blueprint logic for projectiles and explosions, covering all the logic required for the weapon to fire them, ensuring every interaction is tracked and rendered in real time.
To achieve professional results, Fabio demonstrates how to use EmberGen to simulate and export high-fidelity flipbooks, integrated with Niagara Particle Systems for weapon and shield interactions. Additionally, he shows how to create custom, optimized, VFX-tileable textures from scratch in Substance Designer.
As well as teaching AAA-standard workflows, Fabio shares his critical industry insights into R&D, pipeline optimization, and prioritizing visual impact within the technical constraints of a modern game engine. By the end of this workshop, artists will have mastered the art of creating reactive visual effects systems required for next-generation development.
Downloadable project files include: Tileable textures and brushes, as well as the mesh used for the dome.
LESSON HIGHLIGHTS:
— Introduction & Project Setup
— Gathering References & Creating an Action Plan
— Generating Textures from Substance Designer
— Dome Material: Part 1
— Dome Material: Part 2
— Render Target Setup
— Projectile, Barrier & Explosion Logic Setup
— Generate Flipbooks for the Projectile & Explosion using Embergen
— Setting up the Weapon
— Creating the Particle Systems
— Adding it Altogether
For more workshops by industry professionals that will help you take your creative skills to the next level using industry-trusted software, check out our complete video tutorial library at thegnomonworkshop.com/workshops.
In this advanced workshop, VFX Director Fabio Silva reveals the high-end technical workflows used to create cinematic visual effects for AAA titles: thegnomonworkshop.com/workshops/creating-a-sci-fi-dome-barrier-in-unreal-engine
Watch this, plus hundreds of free lessons at thegnomonworkshop.com
ADVANCED REAL-TIME FX WORKFLOWS FOR AAA GAMES
In this advanced workshop, VFX Director Fabio Silva reveals the high-end technical workflows used to create cinematic visual effects for AAA titles. Having worked for Naughty Dog, Blizzard, Epic Games, Crytek, Guerrilla Games, and Striking Distance Studios, Fabio has designed this workshop for intermediate- to advanced-level artists, focusing on teaching how to create a reactive, high-tech sci-fi shield system over four hours of comprehensive instruction. Fabio brings his expertise as a three-time VES Award winner to help artists bridge the gap between complex technical logic and high-fidelity artistry.
The core of the workshop focuses on Unreal Engine 5, where artists will learn how to construct a sophisticated, multi-stage Dome Material. Fabio shows how to master Render Target setup to create a barrier that physically and visually reacts to external impacts. He also dives deep into Blueprint logic for projectiles and explosions, covering all the logic required for the weapon to fire them, ensuring every interaction is tracked and rendered in real time.
To achieve professional results, Fabio demonstrates how to use EmberGen to simulate and export high-fidelity flipbooks, integrated with Niagara Particle Systems for weapon and shield interactions. Additionally, he shows how to create custom, optimized, VFX-tileable textures from scratch in Substance Designer.
As well as teaching AAA-standard workflows, Fabio shares his critical industry insights into R&D, pipeline optimization, and prioritizing visual impact within the technical constraints of a modern game engine. By the end of this workshop, artists will have mastered the art of creating reactive visual effects systems required for next-generation development.
Downloadable project files include: Tileable textures and brushes, as well as the mesh used for the dome.
LESSON HIGHLIGHTS:
— Introduction & Project Setup
— Gathering References & Creating an Action Plan
— Generating Textures from Substance Designer
— Dome Material: Part 1
— Dome Material: Part 2
— Render Target Setup
— Projectile, Barrier & Explosion Logic Setup
— Generate Flipbooks for the Projectile & Explosion using Embergen
— Setting up the Weapon
— Creating the Particle Systems
— Adding it Altogether
For more workshops by industry professionals that will help you take your creative skills to the next level using industry-trusted software, check out our complete video tutorial library at thegnomonworkshop.com/workshops.










