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Abandoned Orangery
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Abandoned Orangery

Pearl Kim
by pkim on 18 May 2023 for Rookie Awards 2023

This environment is set in the close future and based on an orangery in Castle Ashby, UK. I am responsible for modeling, set dressing, texturing, lighting, and composition all captured in Unreal Engine 4. Assets were modeled in Maya, SpeedTree, and Zbrush. Quixel models were utilized as well.

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In-Game Screenshots

All the images above are set dressed and lit in Unreal Engine 4. All compositions were made with gameplay and environment showcase in mind.

Process Breakdown Video

Deep dive process video on how I made this environment. I added chapters in the video for convenience.

Main Composition Progress

To reiterate what I said in my process video, I started off each composition with a gray box pass to get the feel of the space, then I put in the central assets to solidify the scale, after that I set dress around the central assets to see how they play together in the screen space, and then finally I do multiple lighting passes.

Concept Art VS Engine Execution

I pride myself on emulating the strong parts of concept art and then executing them in 3D. Of course, there always needs to be adjustments from 2D to 3D but I believe that the feel from concept to engine was well executed in my environment.

Key Assets

These are the key assets I used in my game. I kept in mind the need for large, medium, small, and extra small set dressing pieces. I also used a modkit for the building and a bashkit for the ivy.

HUD

I wanted the HUD to be sci-fi and intuitive but not distracting to the game. I chose this design to emulate a camera view finder. 

Gameplay Trailer

I blueprinted and designed this project with gameplay in mind. I wanted to make a beautiful and relaxing environment that was playable.

Purref

I'm a strong believer in references. I use photo references and game references to bring my concepts to life.


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