Scene from The Void level of The Veil Between. As part of the pre-production prototyping stage, I was solo-dev on this level. I was responsible for level design, game mechanics design, art direction, environment art, VFX, layout, and lighting. Scene built in Unreal Engine 5.6. Lit with PBL values and captured with cinematic cameras. Gameplay runs at 60+ FPS on an nVidia 2080 laptop and 50+ FPS on an nVidia 2070 on the highest settings thanks to an "optimization first" approach to environment art, vfx, and lighting.
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Primary Environment built using a specific material workflow that utilizes tiling and trimsheet textures paired with ID masks for extra details. ID masks allow baked details to be added via color tinting in the material. The individual channels add individual color/roughness details (Red = general variation, Green = edge highlights/wear, Blue = cavities and dirt). Some environmental pieces utilize a two layer blend making use of Unreal's Material Layer system.
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Main character designed with Metahuman Creator in Unreal Engine.
Shadow creatures [Didn't see them? Look again! ;)] utilize an extremely simplified and optimized material for the ghostly shadow effect.
Debris scattered using a combination of PCG and physics based placement.
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School Bus asset, which was purchased separately, was modeled and textured by Aleksandra Zając. Special thanks for this AMAZING asset that acts as a main character of this scene.
Some assets from Fab Marketplace and Quixel used for set dressing.
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Absolutely NO AI was used in creation of this scene.