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Environment Creation Unreal Engine Scene

This section includes my progress in the creation of my overall project within Unreal Engine.
This will include my models, environment additions, special effects as well as the implementation of any concepts that I have previously wrote about.

I wanted to focus on the environmental effects and ambience of world. I decided to bring out a low poly asset pack of foliage and trees to act as the majority of my environment filler to avoid spending too much time on minor objects until I had a demo.

I wanted to focus on the environmental effects and ambience of world. I decided to bring out a low poly asset pack of foliage and trees to act as the majority of my environment filler to avoid spending too much time on minor objects until I had a demo.

Here, I created a dark night skybox, this had the option to progress into a morning horizon through animation for later use.

Here, I created a dark night skybox, this had the option to progress into a morning horizon through animation for later use.

I attached a small spotlight to act as a flashlight. This was attached to the characters arm allowing movement and realistic bobbing following the character movement.

I attached a small spotlight to act as a flashlight. This was attached to the characters arm allowing movement and realistic bobbing following the character movement.

I began adding and modifying fog effects and restricted vision for the player. I experimented with options such as: Special effects, volumetric fog as well as camera vision impairment which seemed like fog.

I began adding and modifying fog effects and restricted vision for the player. I experimented with options such as: Special effects, volumetric fog as well as camera vision impairment which seemed like fog.

I created a main menu which would take the player to the introduction cutscene and later into the main gameplay area.

I created a main menu which would take the player to the introduction cutscene and later into the main gameplay area.

I also created a variety of placeholder models such as the car above which would be used for the introduction cutscene. These would be textured in the future but I wanted to try my hand at cutscenes at the time.

I also created a variety of placeholder models such as the car above which would be used for the introduction cutscene. These would be textured in the future but I wanted to try my hand at cutscenes at the time.

!!Volume Warning!!
The following is a video of the sound effects and ambient sounds within the level as well as the initial voice acted narrative that plays during the exploration of the level.

I added a pause menu that, when triggered, resembled blinking or closing your eyes. The reason being a relation to the story and the dreamlike state that the main character is in throughout the story.

I added a test enemy which would eventually become the main threat to the player throughout the progression of the story. This enemy would search for the location of the player and attempt to appear near their location, looking at it would lead to death.

I created a full introduction cutscene within my level to begin the player's journey through my project. This version of the cutscene does not include audio.

!!Volume Warning!!
This is a version of my initial cutscene which includes the desired audio, edited to fit into the cutscene. My editing skills at this time were minimal however which leads to some background noise as well as a high volume level.