This is a real-time game environment, built in Unreal Engine. I designed the level to center around the crashed ship. It serves as a grounding point, source of implied motion, and gives the scene its tension. Every element in the scene was created specifically for it, including the foliage which was hand painted from gathered references. The puddles of water are custom made decals. 
To break up instances of flat lighting, I used building and foliage placement to act as natural gobos. 
Above, all the modeled assets within the scene are laid out, resized to be more easily featured. The models were textured using a combination of trim sheets and single textures, at various resolutions to maintain playable optimization. 

Below is footage captured in while running the level in UE, in third person mode to test playability.
Level flythrough:
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