Context: Custom engine tool
Time: Continuos
Team size: Just me 😀
Engine: Custom DX11 engine

I started work on this tool at the beginning of Spite: Equilibrium as a continuation of the Modelviewer assignment in our tools course. Now that we were working with a custom engine and joined by technical artists, we needed a way to efficiently create visual effects. So quite early I started work on this tool. While it started as a particle editor and has seen most use as that, I later added on the animation editting aspect.

This tool has been made in parallel with with new developments to our particle system as well as animation features, now having grown to be a staple part of our technical artists workflow, and a final polishing step for our animators.


  • Editing of all emitter settings
  • Editing of multiple emitters
  • Editing of particle, ribbon, beam, decal and mesh emitters
  • Swapping materials
  • Attaching the particle system to an animation joint
  • Saving to JSON (individual emitters and whole particle systems)
  • Drag and drop loading
  • Editing of transition blending settings (in and out)
  • Editing of layered animation root joint and blending
  • Editing of other settings (looping, speed multiplier and freeze last frame)
  • Attaching animation events to specific frames
  • Saving to JSON
  • Drag and drop loading