JRPG-styled battle level transition

Hi, i am trying to implement a JRPG-styled battle transition (eg. FF-series encounter transition) that would fire during the loading/streaming between the world map and battle…zone/level(?) upon encountering a enemy. I have tried to look it up on google but to no avail. Was wondering whether anyone here has tried it or have a rough idea on how to implement said transition and could point me in the right direction?

The flow kinda goes like this
world map → “loading screen” → battle level → world map

EDIT : Sorry if my question is too confusing. Just to clarify, I was referring to how to implement those fanciful loading screen (such as the mosaic/spiral effect seen in the FF-series) that are used upon or after a enemy encounter.

One such example, the spiral effect upon enemy encounter.

you could crank up bloom, blur, sun brightness, and play an animation on the camera where it flys backwards and spins.

I would also recommend looking into Post Processes. They allow for a lot of useful visual effects - you may be able to find what you’re looking for there.

So do “Post Processes” allow visual effects to be unique to that camera only? For eg, in unity, u can set such things to be visible to that particular camera only.

Yes, sort of. The normal way to have a post process that only applies to one camera would be using a scene capture. Let me link some references here:

In our Content Examples, we have a Post Process level and a Reflection level that could help you figure out how to do this. The short version is that you create a material that includes a Render Target as the texture (so it constantly shows a particular view of the scene), apply post processing effects to it from the Scene Capture, and then you can display that material by placing it in front of the camera, for example on a static mesh.