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Bound By Blood: Real-Time Game Cinematic

Bound By Blood: Real-Time Game Cinematic

Bound By Blood is a real-time game cinematic produced within Unreal Engine 5. The narrative takes place within the Louisiana Bayous during the late 1800s and blends elements and aesthetics of Cowboy Westerns with Horror.

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Environment Art: Zachary Allen

The Louisiana Bayous have a wide variety of plant life and foliage - something that was a focus when creating the environment that the cinematic would take place in. The Swamp Bald Cypress tree variants were created within Speedtree, manual changes were made creating different trunk shapes and tree silhouettes allowing for the creation of a dense and varied biome when used within the environment. The Bald Cypress Tree variants range from 18K Triangles to 35K Triangles.

The leaves were captured using stereo photo photogrammetry and were then used to create the branch cards and clusters that fill the trees. Photogrammetry was also used to capture the bark texture, before manually cleaning and editing the photos to create a tileable 1X2 texture - which reduces tiling on the trunk. 

Character Art: Charlie-Shrehorn Middleton

All characters are game-ready models. Charlie wanted to push their garment creation through Marvellous and with a focus on clothing within the 1800s. Pushing lighting and presentation was another focus of this piece, capturing the horror aesthetic between both characters

Character Art: Ethan James Chapman

This is the older of the two Lockheart brothers; Witch Hunter Cowboys, that meet their deadly fate in a Louisiana swamp during the late 1800s.

Real-Time VFX: Abigail Lane

Concept Art: Jaye Lara Blunden

Bound By Blood Cinematic Credits:

Please do take a look at each of the team member's personal Rookies entries for more in-depth breakdowns and renders.

Third Party Assets:

Sound Effects: Epidemic Sound -

Sound Effects: Pixabay -

Fog Cards: Easy Fog, William Faucher -

Animal Skull Mesh (textures were used as a base before custom texturing), Animal Bones Mesh (textures were used as a base before custom texturing), Ground Textures, Plank Textures, Roof Tile Texture: Megascans, Quixel -

Skeleton: Male Human Skeleton, Conor Jordan -

Skulls for Environment Assets were sculpted by Charlie Shrehorn Middleton -

Bird Sytsem: Beefy Blackbirds, MWALLACE3D -

Character Base Mesh, Albedo Textures: 3D Scan Store -

Eye Material: Digital Humans, Epic Games -

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