vfxartist,hunyoungha_하헌영KR Details
Hello, I’m Hunyoung Ha, a VFX artist. I specialize in creating effects using drawing and Spine, focusing on how in-game FX can enhance characters and storytelling. Currently, I serve as team lead at Super Creative, guiding team members while producing a variety of combat effects for the new title Chaos Zero Nightmare. I’ve also participated in numerous animation projects, creating FX across 2D and 3D styles.
In this class, I will guide you step by step from concept art planning and sequence drawing to Spine FX, cut-in animations, and 3D FX based on my professional know-how. You’ll practice the timing and direction unique to cartoon-style FX, a production method that’s often hard to learn, and gain hands-on experience in creating drawing-based cartoon FX that can be directly applied in games.
Current Team Lead, Effects Team at Smilegate Super Creative Participated Projects Chaos Zero Nightmare - Game FX Team Lead Fallen Tear: The Ascension - Game FX Cookie Run: Kingdom - Cinematic Animation FX Cookie Run: Tower of Adventures - Cinematic Animation FX Squad Busters - Cinematic Animation FX Brawlhalla - Cinematic Animation FX
Current Team Lead, Effects Team at Smilegate Super Creative Participated Projects Chaos Zero Nightmare - Game FX Team Lead Fallen Tear: The Ascension - Game FX Cookie Run: Kingdom - Cinematic Animation FX Cookie Run: Tower of Adventures - Cinematic Animation FX Squad Busters - Cinematic Animation FX Brawlhalla - Cinematic Animation FX
1. What do you consider your personal strengths in your work?
My strength lies in foundational skills such as drawing for effects, concept creation, and timing theory. Although I have worked in development environments without commercial engines, this actually allowed me to develop these skills because, as an effect artist, I had to handle the entire production process from start to finish myself. In this class, I aim to help students create impressive subculture-style effects without being constrained by the development environment.
2. How are your personal strengths reflected in this course curriculum?
I’ve incorporated my practical experience in drawing and FX production throughout the curriculum. I focus on key elements I consider essential—concept art, sequence animation, and timing—and provide structured guidance on each. Additionally, students will learn how to create illustrative cut-ins that match their effects using AI, and how to seamlessly integrate these illustrations with in-game FX.
3. What is the purpose of this course, and what makes it unique?
This course goes beyond simply teaching tool usage—it is designed to help students master foundational FX skills. You will practice the entire FX production process from start to finish and turn it into your own strength. The course also introduces concept art creation, sequence effects, and animation techniques, providing guidance on how to adapt these methods to your specific development environment.

FX Direction & Visualization Guide
Solve the most challenging parts of FX production; concept ideation and communication with designers. Learn how to create concept art, translate ideas into visual designs, and structure your FX for effective on-screen direction. Develop a systematic approach to concept art production while practicing visualization methods that lead to stronger, more impactful FX.
Attribute-Based FX Creation
Through Sequence Drawing Practice
Learn efficient drawing techniques and post-processing workflows packed with real production know-how. Create sequence-based effects for fire, water, electricity, smoke, and more, while mastering the timing and rhythm unique to cartoon-style FX. Build a solid foundation in FX fundamentals through hands-on sequence drawing exercises.
Practical 2D/3D FX Production
Using Spine
Experience a structured 2D/3D FX workflow used in real projects. Focus on Spine-based 2D FX production, apply your drawn resources to create various elemental effects, and learn how to assemble FX in Unity to achieve the intended visual impact.
2D-to-3D FX: Real-World Techniques
Learn how to take drawing-based 2D FX and expand them into 3D FX using the Unity engine. Practice assembling and adapting 2D effects within a commercial game engine, and build hands-on 3D FX skills that can be directly applied in real production environments.
Connecting In-Game & Cut-In FX
Go beyond single effects and practice sequencing to seamlessly link in-game action with cut-in animations. Learn to place cut-ins within ultimate skill sequences, create hooks, and achieve smooth transitions for high-impact, immersive game scenes. Master ultimate skill FX direction for polished, engaging gameplay experiences.

Bringing Animation to Life with Drawing-Based FX
Learn how to create drawing-based FX that can be applied not only to in-game assets but also to animated cutscenes. Enhance your dynamic expression by designing impactful frames flaring fire, dispersing smoke, and more to enrich a single scene and bring your animation to life.
**Class release dates and content are subject to change without prior notice.
- Section 01
Intro
01. Course Introduction- Speaker introduction - Lecture direction introduction
02. Preparing to create effects- Introduction to the tool - Introduction to assets to be used in the lecture - Basic tool settings
03. Points to consider when creating concept art based on in-game characters- The purpose of concept art - Expressing various elements: swordsmanship, hits, casting, floor dust, etc. - Useful concept art techniques: Lasso tool painting, various effects, etc. - Knowing commonly missed elements: perspective matching, coloring
- Section 02
Creating sprite animations with various attributes
04. Creating fire sprites and spine effects- Creating a simple fire sequence - Practice creating the process of flames forming and disappearing
05. Creating water sprites and spine effects- Design elements and timing of water properties
06. Creating electric sprites and spine effects- Create an electrical sequence focusing on the timing and design of the cutoff.
07. Creating smoke sprites and spine effects- Practice creating smoke effects that can be used in a variety of ways
08. Creating shockwave sprites and spine effects- Creating shockwave effects that can be used in various ways, such as for hitting or attacking.
- Section 03
Creating an in-game spine effect
09. Heel Effect- Creating a basic heal effect - Creating a water attribute variation
10. Creating an Electric Attribute Sword & Hit Effect- Electric attribute sword effect - Electric attribute hit effect
11. Creating fire attribute swordsmanship and hit effects- Flame attribute sword effect - Flame attribute hit effect
12. Creating bow firing and hit effects- Creating bow shooting and hit animations
13. Water attribute casting- Casting and directing production of self-healing through the power of water
14. Ultimate Skill Production 01- Production of a scene that gathers energy and instantly cuts down the enemy
15. Ultimate Skill Production 02- Production of a scene where the sword is raised to gather energy and then powerfully slashed forward.
16. Ultimate Skill Production 03- Production of a scene that fires energy into the sky and drops it to attack enemy lines in a wide area.
- Section 04
Illustration cut-in production
17. Effects production concept art- Detailing the effects to be produced through concept art
18. Creating a Cut-In Direction Using Spine- Production of 2 types of illustration cutscene FX - Production of effects for flashy cut-in production such as light leaks flowing from swords, flames, and electricity
19. Ultimate Skill Production 01- Place cut-ins between ultimate moves - Create hookups to create a natural connection
20. Ultimate Skill Production 02- Place cut-ins between ultimate moves - Create hookups to create a natural connection
- Section 05
Creating a direct fire effect animation
21. Analyzing cutscene directing cases in various games- Stunning cutscene production for various game projects - Examples of using animation effects for cartoon-like production
22. Water animation effect- Demonstration of drawing animation expression - Production of 2D animation effects
23. Smoke animation effects- Demonstration of drawing animation expression - Production of 2D animation effects
24. Fire animation effect- Demonstration of drawing animation expression - Production of 2D animation effects
25. Electric animation effects- Demonstration of drawing animation expression - Production of 2D animation effects
26. Building an impact frame- Demonstration of drawing animation expression - Production of 2D animation effects
- Section 06
2D effect game engine application
27. Creating a fire attribute sword attack sequence- Applying FX to game engines - 3Dization of 2D FX sources
28. Creating an Electric Attribute Buff Effect- Applying FX to game engines - 3Dization of 2D FX sources
29. Creating an electric punch attack sequence- Applying FX to game engines - Converting 2D FX sources to 3D - Creating cutscenes using animation
30. Quality improvement and finishing- 3D effect quality improvement - Finishing
This course will use Spine 2D 4.2.43, Krita 5.2.9, Unity.
Please purchase and install these program(s) for an optimized chapter experience.
*These programs and/or materials will not be provided with the chapter.

















