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Engaging Environments with Strong Atmospheres
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Engaging Environments with Strong Atmospheres

by harrylamprey on 31 May 2023 for Rookie Awards 2023

Cinematic Storytelling investigates how environmental storytelling can be used to deliver an engaging narrative and strong atmosphere, as well as to determine how complex the narrative and its characters could be. Posted below are some explorative environment projects from my time at Abertay University.

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Cinematic Storytelling: Telling Engaging Narratives and Delivering Strong Atmospheres. This is an in-game cinematic rendered in Unreal Engine 4, which investigates how environmental storytelling can be used to deliver an engaging narrative and strong atmosphere, as well as to determine how complex the narrative and its characters could be.

The CCTV Camera is a uniquely unwrapped and baked asset, it's one of the higher fidelity props produced for the Cinematic Storytelling project as it features prominently. These texture sheets are the Base-Colour, Ambient Occlusion, Roughness, Metallic, and Normal respectively.

The makeshift magnetic device is used to fry an electronic lock in Cinematic Storytelling. It's composed of an alarm clock, to activate the device, and part of a speaker containing a magnet scavenged from an AM radio. This is one of a few props used in the cinematic that is carefully designed to coherently fit into the fictional world to create an engaging and immersive narrative.

This cinder-block wall texture with many decades worth of thick layers of paint cracking and flaking away is the main texture used for the walls of the Cinematic Storytelling project. It was made in Substance Designer, is fully tile-able and uses a packed Occlusion-Roughness-Metallic (ORM) map for use in Unreal Engine.

The second main texture is a scratchy and brushed cement floor which has been worn smooth in patches by hundreds of thousands of footsteps treading paths along the surface.

Final beauty renders of Cinematic Storytelling: Telling Engaging Narratives with Strong Atmosphere.

Waste-Land Shack: Diorama based on the Zion Valley Welcome Booth from Fallout: New Vegas (Obsidian, 2010). Made to experiment with UDIM workflows and trim sheets.

Roman Modular Kit: Experimenting with modular environments.


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