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My Portfolio
Level Designing
Below are galleries dedicated to my level design and workflow within Unreal Engine 4.
Speed Level - Cave Art
I spent roughly four hours creating this level with a concept in mind. Taking inspiration from beautiful phenomena located around the world, huge holes in the earth that lead to mysterious places, I decided to try and replicate somewhat of a cave oasis.
- Technical Details -
Some assets are made by me, however most are either stock from the UE4 or other free assets I was able to obtain.
Most Materials and shaders were at least modified, if not made from scratch.
Lighting is dynamic global illumination with a subtle skylight.
The waterfall is made up entirely of physicalized gpu particals (definitely wouldn't 'play' it) but I was somewhat satisfied with the bouncing that it gave. This part, however, still needs a lot of work admittedly and I'll be spending more time perfecting the waterfall technique so I can save that blueprint and transfer it cross-level.
The 'steam' or 'splash' from the waterfall is actually a highly customized camera facing cpu partical system.
Trees are from speed tree, however other foliage systems are from UE4's Kite Demo level. All foliage was generated using procedural generation techniques which are now available in UE4.8.
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