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FxStudio Product FAQ

Frequently Asked Questions

Yes, FxStudio will work with any game engine.  Although every engine has its own unique way of doing things, FxStudio is designed with a clear separation between the FxStudio sequencing engine and the game code itself.
Our Reference Application provides a stand-alone viewer and renderer for evaluation purposes. However, once you start integrating FxStudio into your pipeline, file management and rendering are provided by your game engine.
This will vary by engine but in general the basic integration should take 1-2 days.
FxStudio is being used around the world.  For a full list of customers, see our customer page.
Yes, the two creators of FxStudio have a combined 25 years of game and tools development experience working on AAA PC and console titles including Blood, Tron 2.0, AvP 2, MxO, The Agency, and many other titles.
Components are the basic building blocks of effect experiences.  Components are like an artist palette, and wrap interesting bits of functionality provided by your game engine, such as particle systems, camera shake and effects, controller rumble or any other data driven system.
No, the components provided in the reference application are available to use as a starting point, as is. If you’d like, you can also completely discard them and replace with your own implementations.  Everything about the system is data driven.
Extending the system is very easy.  FxStudio Designer provides an engineering interface for developers to create components, add or change properties of components, define inputs, phases and LOD.  The FxStudioRT API makes supporting the changes in the data definition simple and painless.  The compiled help, how-to videos, and reference application give FxStudio a shallow learning curve.
Effect banks are convenient and optimized ways to organize your effects for your game.  Banks of effects are defined in FxStudio Designer and can be organized in a simple tree view.  Bank files are then used by your world or game object editing system or directly in code to reference effects packed into the banks.  FxStudioRT loads bank files and provides the running game the ability to instance effects and the data contained within.

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