At the beginning, an experimental Pirate Cabin project was created to consider whether the animation techniques project was worth pursuing.
Weather Particle using Niagara Particle system Explosion VFX Using Niagara particle system. World Aligned Rain Material Bottle Fluid Simulation
Finally, an environment was created showcasing the Water system with 7 modular features and Pivot Painter. The Seven modular features include Distance Field Flow, Vertex Paint flow, Distance field water foam, Waterfall/River variant, Gerstner Wave, Stencil Shader for boats and Render target ripples. However the environment was unable to showcase the stencil and render target ripples as they were not needed in the final game environment.
Here is the image showcasing Stencil shader:
Stencil Shader that can be used to mask boats on the water Render Target Ripples, which broke, due to issues with blueprint-material connections for the Render target. However, it wasn't necessary as it required having a character which isn't part of the Game environment research
Here is the Final Game Environment:
What Next?
My interests still rely on adding animation techniques as they are are a powerful asset for my workflow. However, I still feel I have a long way to go to reach the level of someone like Ryan Brucks or James Burton. In the future I also intend to explore either the old school rigging and animation or HLSL shaders as that is something I wasn't able to fully explore and I'm curious if I can create something interesting with those things.