Custom Foley Art for the gate in game.
Custom .wav file being used on interactable gate.
Texture Source Reduce size for base color and other maps. It is important to note that this is a DESTRUCTIVE action and that this reduces the texture down permanently across the entire project. I wanted to reduce the size of the textures on disc but at a
Bulk Edit Via Property Matrix. I typically will set my LOD bias when doing this but in this case I went ahead and tried out the max texture size option. Both of these workflows are non-destructive and just reduce the size at runtime.
I had a large amount of debris in this scene so I set up culling to ensure that too much was never loaded in at once. I had to find the right distance to avoid them popping in and out in game.

90% of the exterior foliage was made using an edited PCG pack made by EasyBiomes on FAB. I just placed the splines on a quickly sculpted landscape and tweaked it for my vista art areas. https://www.fab.com/listings/61f2b0fc-5656-46b7-86ef-3c2100cebcb4
Many of the parts such as these floor pieces did not tile appropriately which led to me having to come up with creative ways to hide the seams. I tried to reduce overdraw in other parts of the map since the floor was going to be pretty dense.
Adjusting the highlight contrast setting in the post processing volume inside UDS to get a bit more pop in windows and areas where you go from the interior to the exterior or vice versa.
This project is a gameplay-oriented level art and lighting study created in Unreal Engine 5.4.4 during an alumni mentorship at CG Spectrum.
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The goal was to develop a larger-scale environment while focusing on level art, world building, composition, lighting, and optimization within a real-time pipeline using Nanite and Lumen. The scene was built primarily using asset packs (Scan Factory, Dekogon, Quixel Megascans), with extensive material editing, kitbashing, and set dressing to create a cohesive and believable industrial space.
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Key focuses included:
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Gameplay-aware layout and player guidance through lighting, composition, and prop placement
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Verticality and spatial readability within a dense, layered environment
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Atmospheric lighting and mood development using volumetrics, fog, and color grading
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Value range testing and contrast shaping to reinforce focal points and improve readability
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Environmental storytelling through intentional set dressing and detail passes
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Additional work included:
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Material cohesion passes (base color / roughness balancing, wetness integration, decals)
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Cinematic camera setup and shot composition, with post-processing and color grading (bloom, vignette, exposure control)
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Audio implementation (ambient zones, attenuation tuning, foley integration)
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Blueprint usage and system integration (interactive elements, AI navigation)
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Procedural and manual set dressing workflows (Dash, PCG tools, spline systems, landscape painting)
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Scene optimization and performance tuning, including texture memory reduction, distance culling, light and asset draw distance management, real-time lighting optimization, collision setup, selective shadow casting, and distant asset simplification
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The project was iteratively developed through planning, playtesting, and refinement to ensure both visual quality and functional readability.
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I was very fortunate to have Carl as a mentor and for his excellent feedback as I worked through this project. I want to also give a special thanks to my friend Doug Adair (Polygeddon) for helping me when I got stuck trying to figure out a couple of the blueprints (especially the gate). I am hoping to expand my knowledge in that area as well as in a few other areas in the near future.
Dash was a huge help in terms of scattering on this project. It is much easier to do multiple passes procedurally scattering debris, etc. and going through to clean it up and edit it than it is to do it all by hand like I have in the past. I am looking forward into digging into their tools more!
You can find a link to Dash here:
https://www.polygonflow.io/
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Although I really want to push this project further I am very happy with how far it has come since starting it. I am always amazed at how much I learn in my sessions with Carl Shedd. I find his art direction and game development proficiency to be invaluable. On top of that every session has been fun like working with a friend. Thanks again man!
You can find my mentors work here:
https://www.artstation.com/carlshedd
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Check out the artstation of Doug Adair who helped me with Blueprints a bit when I got stuck:
https://www.artstation.com/polygeddon
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I would also like to extend a special thanks to Arondight Studios for allowing me to use his ambient music in my video. You can find a link to the specific video that I used a section of here:
https://www.youtube.com/watch?v=HVxBMYZAgQg&t=6s
You can purchase their music here:
https://arondightstudios.bandcamp.com/
You can check out his tracks on spotify at the following link:
https://open.spotify.com/playlist/0Tei7wv5VpHXngE0dA7lsb?si=323ad90cbd7a46c7&nd=1&dlsi=22614e4a1c934df6