Created entirely in Unreal Engine 5.3, the episode features real-time workflows spanning rigging, layout, animation, and FX. Rendering was achieved using Lumen, with ray-traced shadows and reflections wherever available.
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I didn’t get to do much environment art on this project, focusing mostly on set dressing to the camera. However, here are some of the various environment art-related tasks I tackled throughout production.
I chose to stay in-engine as much as possible to test the limits of Unreal’s modeling tools and to improve my proficiency with them.
Simple but very handy PCG that generated leakage decals along the spline, it helped cover a large area of the arena fairly quickly adding visual complexity and scale references. This helped me surface pretty much entire arena
Similar PCG, but this one adds bullet marks over an area. Again, fairly simple, but highly effective for quickly enhancing the environment with details.
I created a simple local fog volume material, which we used in several instances where we needed highly controlled fog density in specific areas for artistic direction.