Website powered by

Unreleased Souls-Like Project – My Work in Environments, Optimization & Cinematics (UE5)

This is a project I worked on as an environment artist for an unreleased souls-like game set in a hellish world filled with grotesque monsters, intricate puzzles, and intense combat.

I was responsible for all visual aspects, assembling levels based on the game designer's layouts. Most of the environments were built using high-quality scans and game-ready assets, though I also created some of my own models. Additionally, I worked on procedural object generation to add variety and improve efficiency in level design.

My work in Unreal Engine 5 included optimizing scans, assets, and lighting while setting up LODs, collisions, post-processing, and interactive object foundations for developers. I also handled sublevel management, structuring levels into multiple layers for better performance and organization. This allowed for efficient streaming, improved optimization, and a more modular approach to level design.

Beyond environments, I contributed to cinematics, setting up scenes, adjusting lighting and post-processing, and ensuring smooth transitions between gameplay and cutscenes.

Even though the game was never released, it was a valuable experience in level creation, procedural design, sublevel workflow, performance optimization, and cinematic setup. I'm excited to share a glimpse of what could have been!