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Workshop

Creating a Sci-fi Dome Barrier in Unreal Engine

A Workshop
by Fabio M. Silva

Advanced Real-Time FX Workflows for AAA Games with Fabio M. Silva

advanced
3h 57m 32s
11 Lessons
A Workshop
by Fabio M. Silva
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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.

11 Lessons

01Introduction & Project SetupFree

In this opening chapter, Fabio M. Silva establishes the creative goals for the high-tech sci-fi dome project, discussing how the project will be tackled using one of the templates that ships with Unreal Engine 5 as the starting point.

Duration: 2m 36s

Introduction & Project Setup
02Gathering References & Creating an Action PlanFree

In this second lesson, Fabio shows how to utilize Miroboard to assemble a professional reference sheet, establishing the visual foundations for the dome effect. He discusses how such tasks are assigned in a AAA production environment, highlighting the critical questions artists must ask to ensure success. Artists will learn how to deconstruct creative briefs into actionable technical milestones before beginning any engine work.

Duration: 13m 17s

Gathering References & Creating an Action Plan
03Generating Textures from Substance Designer

In this lesson, Fabio transitions the workflow into Substance Designer to author the foundational textures required for the sci-fi barrier. Artists will learn how to build procedural nodes that offer good flexibility, allowing for quick iterations and tileable results, which Fabio will then show how to use in the materials in Unreal Engine 5.

Duration: 18m 35s

Generating Textures from Substance Designer
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04Dome Material: Part 1

Beginning the first half of the dome material construction, Fabio starts by building the master shader in Unreal Engine 5. He focuses on establishing the primary shield visual, incorporating the textures generated in Substance Designer. He explains the logic behind sophisticated Fresnel effects and scrolling parameters, ensuring the barrier has a high-tech aesthetic that maintains clarity and visual interest.

Duration: 23m 13s

Dome Material: Part 1
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05Dome Material: Part 2

Continuing with the shader development, Fabio dives into more advanced material logic to refine the dome's appearance. This lesson covers integrating secondary detail layers, distortion parameters, and color modulation. Artists will learn how to keep their material graph organized and optimized while achieving the complex, multi-layered look expected in top-tier, AAA, sci-fi environments and cinematic gameplay sequences.

Duration: 37m 38s

Dome Material: Part 2
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06Render Target Setup

This lesson introduces the technical backbone of the reactive shield: Render Targets. Fabio guides artists through setting up high-performance Render Targets in Unreal Engine to track spatial data. Artists will learn how to capture coordinate information dynamically, allowing the dome material to "know" exactly where and when an external impact has occurred on its surface.

Duration: 46m 18s

Render Target Setup
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07Projectile, Barrier & Explosion Logic Setup

With the Render Target established, Fabio now shows how to implement the Blueprint logic that drives the interaction. This lesson covers how projectiles, explosions, and the barrier communicate with one another. Artists will learn to pass hit data into the shader system, creating a truly reactive system in which every projectile strike triggers a localized, visually accurate response on the dome.

Duration: 18m 47s

Projectile, Barrier & Explosion Logic Setup
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08Generate Flipbooks for the Projectile & Explosion using Embergen

In this lesson, Fabio moves into Embergen to simulate high-fidelity fire, explosion, and smoke effects. This lesson demonstrates how to create real-time simulations, export them as optimized flipbook textures, and use them for final weapon impacts and shield-surface explosion effects.

Duration: 10m 57s

Generate Flipbooks for the Projectile & Explosion using Embergen
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09Setting up the Weapon

This lesson focuses on the delivery system for our effects: the weapon. Fabio dives into Unreal Engine's Blueprint system to configure a functional weapon that fires our reactive projectiles. He explains how to synchronize weapon fire with the particle systems and logic established in previous chapters, ensuring a seamless and responsive experience between the player’s actions and the environment.

Duration: 18m 59s

Setting up the Weapon
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10Creating the Particle Systems

Using the Niagara VFX system, Fabio shows how to construct the particle effects for the weapon, projectile trails, and shield impacts. This lesson teaches artists how to utilize the Embergen flipbooks and custom modules to create dynamic, high-performance particles. He focuses on timing, scale, and color to ensure the effects feel powerful and integrated into the sci-fi dome system.

Duration: 20m 53s

Creating the Particle Systems
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11Adding it Altogether

In this final lesson, Fabio shows how to integrate all the individual components: the dome material, Blueprint logic, and Niagara systems, into a single, unified scene. He demonstrates how to polish the final effect and make the final, smaller tweaks to each of the elements created in the previous lessons. Artists will conclude the workshop with a complete, reactive AAA-quality sci-fi barrier for their portfolio.

Duration: 26m 19s

Adding it Altogether
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Primary tools

For this workshop you’ll need:

Substance Designer
Unreal Engine

* Note that these programs and materials will not be supplied with the course.

Project Files

Complete Unreal project with final Niagara systems, materials, Sequencer shot, lighting, and scene setup.
zip
FSI01_ProjectFiles.zip
54.55 MB
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Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced-level VFX artists and technical artists who are looking to transition from creating standalone effects to building complex, reactive systems. It is ideally suited for professionals or high-levelstudents who already possess a fundamental understanding of Unreal Engine 5, Niagara, and want to take their real-world games production skills to the next level. It’s also ideal for those who are interested in learning essential tools to become tech artists or VFX artists in the AAA games industry.

Learning Outcomes

By completing this workshop, artists will have learned some of the high-end technical workflows used to create cinematic visual effects for AAA titles.


Key skills include:

  • How to create complex VFX real-time sci-fi materials in Unreal Engine 5
  • How to use and paint on render targets that influence the way textures behave in actors
  • How to create particle systems using Niagara in Unreal Engine 5
  • How to generate tileable VFX textures inside Substance Designer
  • How to create blueprint logic for advanced VFX and weapons to previz VFX
  • How to use Embergen to generate flipbooks to use in conjunction with Niagara inside UE5

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Workshop
Creating a Sci-fi Dome Barrier in Unreal Engine
Advanced Real-Time FX Workflows for AAA Games with Fabio M. Silva
A Workshop by Fabio M. SilvaFreelance VFX Director
advanced
11 Lessons
Instructor Fabio M. SilvaFreelance VFX Director

Fabio M. Silva is a premier VFX Director and Technical Artist renowned for delivering the high-fidelity, cinematic visual effects that define modern AAA gaming. Most recently, Fabio served as the VFX Director at Striking Distance Studios, where he oversaw the atmospheric and visceral effects for The Callisto Protocol and the stylized action title Redacted, both of which received Visual Effects Society (VES) Award Nominations.

With over 15 years of industry experience, Fabio has played a pivotal role at some of the world's most prestigious studios. His portfolio includes groundbreaking work for Naughty Dog, where he contributed to the technical and visual benchmarks of Uncharted 4: A Thief's End, Uncharted: The Lost Legacy, and The Last of Us 2. He also contributed to the visually spectacular Ryse: Son of Rome while at Crytek, and has worked at both Blizzard Entertainment and Epic Games.

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  • When the workload felt overwhelming, and the team was small, Fabio would always say with calm confidence: 'Don't worry, we got it.’ And, without fail, he always delivered. As a Director, Fabio was not only highly reliable, which, as a Producer, made him an absolute joy to work with, but also a great leader and an incredible person. His team's work didn't just meet expectations; it elevated our combat and brought our worlds to life in the most epic ways.

    - Brenden Hawke
    Sr. Program Manager at Aechelon Technology

  • Fabio is an FX warrior who constantly creates amazing art and FX pieces. I had the pleasure to work with Fabio on the same project, and I was surprised by his skills, his keen eye, and his techniques when it comes to FX and 3D sculpting.

    - Davison Carvalho
    Art Director at Riot Games

  • Fabio has consistently produced high-quality visual effects within ever-tightening technical constraints. One of the key visual pillars of RYSE is to deliver a visually cinematic experience, and Fabio has been very much instrumental in helping us achieve that. A talented artist professionally and in his spare time, I’ve really enjoyed working with Fabio on RYSE.

    - Jonathan Rowe
    Studio Art Director

  • Fabio is passionate, talented, hard-working, and skilled. It was a joy seeing him pour all his energy into RYSE as his contribution as an FX designer, and hence, the look of the game was very substantial. One of the coolest things he did in the game was the "superstorm" in the York level, which came in hot and at a late stage in production. The final look of the effect speaks for itself. If you haven't seen it, it's stunning.

    - Patrick Marc Hanenberger
    Production Designer

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