Saul Aguilar

Created an explosion that has multiple particles such as, explosion, sparks, shock wave and debris.

Realistic looking fire by using two fire particles, a small brighter fire in the middle bottom and smoke appearing at the top.

Single particle effect where water bursts out from the ground.

Used two random curves on the x and z-axis on force over lifetime to have the sparkles move differently from one another. The size of the sparkles fade in at a small size and fade out either small or big by using two random curves for size over lifetime. Each sparkle has its own rotation in its lifetime as I used two random curves to give different variations.

The X-axis for velocity over lifetime uses two random curves to have the flowers flow at different speeds. The particles have a rotation on them as they gain speed.

A cone shape is used to create the fire with a 0.3 radius. The fire is able to spawn into a longer radius at the base of the fire and disappear in a cone shape form at the top. Size over lifetime spawns fire at full size and decreases as it goes up. I can randomize the size of the fire by using two random curves.

Changing the X value in force over lifetime allows me to spawn the first flare to move in a zig-zag motion. The particle itself has a trail particle system to create a tail off the flare at the beginning of the particle effect and an explosion of colorful particle effects as the main flare dies out.

The storm particle effect has an emission of 50 rain drops. I can change this value to have more or less rain fall. The shape setting allows me to control where I want the rain drops to emit. Force over lifetime makes the rain drops move constantly in a direction. I used two values, 15 and 25 to have some of the rain move faster on the x axis and others move a little slower.