This one was pretty interesting! Tried a few new techniques, as well as played around with telegraphing and timing. From a gameplay perspective, having the big "charge-up" effect on the player like this, probably only makes sense if it also does damage. Otherwise I'd scale it down and emphasize on the telegraphing itself.
In the audio design, the higher frequencies were used to indicate a progression and termination, with the mid-to-low frequencies helping to emphasize on the impact of the ability.
Fun little stylized project, experimented with a few new techniques here and tried doing some interesting "telegraphing" VFX on the ground as well.
Dynamic decals, exposed parameters to be used in Sequencer. I didn't animate the smoothstep values in the final result, but it's good to be able to tweak them a little.
Played around with some different techniques for erosion, to try to get a more interesting "collapse" of the accretion disc material.
Ribbons using particle index to apply drag to first and last particle, creates an interesting "solar flare" effect.