IMMERSIVE REALTIME ENVIRONMENT - JORVIK
IMMERSIVE REALTIME ENVIRONMENT - JORVIK
IMMERSIVE REALTIME ENVIRONMENT - JORVIK
IMMERSIVE REALTIME ENVIRONMENT JORVIK
This final graduation project represents the end of my university journey. The topic focused on the concept and realisation of an immersive 3D real-time environment based on singleplayer principles. The project was divided into two phases. The initial phase involved extensive theoretical and scientific research on single-player video games, game genres, styles, pipelines, and the eventual decision-making process that paved the way for the second phase – the practical execution.
The entire project spanned approximately five months, with the initial three months dedicated to planning, research, and concept development. The remaining two months were used for the actual realization of the project inside the Unreal Engine 5
Game Type: First Person RPG
Style: Realism
Genre: Adventure & Fantasy
Environment: Nordic early-medieval coast village
To summarize, the realization began with gathering a substantial number of references and start the concept for an top-down view of the environment. Since the objective was to achieve a highly immersive experience while maintaining a minimum framerate of 30 fps, relying on built-in features like Lumen and Nanite was crucial. In addition to constructing the environment from scratch, I also needed to conduct testing and address performance-related issues. This is why I primarily relied on assets and objects from the marketplace and the Quixel Megascans library. This approach allowed me to save time and concentrate on producing high-quality results with an adequate framerate.
The following images show the process, which includes the moodboard, developing concepts, early designs and the steps taken within the game engine.
Software used:
Unreal Engine 5, Quixel Bridge, Substance Painter, Substance Designer, Unreal Marketplace, Photoshop
Watch on Youtube in 1440p - Static Frames
Watch on Youtube in 1440p - POV Realtime Test