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Sci-Fi Corridor - UnrealEngine 4 (2019)

I worked on a visual tech demo with my colleague Gábor Szász at Primal Game Studio in 2019. We had a very limited time - around 1 month. Our goal was to find out the optimal workflow and technology for a fast PBR content creation and optimal hardware utilization for a darker Sci-Fi corridor shooter in the Unreal Engine 4 (try to minimize the draw call and the instances). We divided the work into two areas: Corridor and Hangar and we are used different content methods and very few PBR materials (trim sheets).
I worked on the Corridor with the shell method and he worked on the Hangar with a closed "universal" mesh method for later measurements.
We started our areas with designing and creating the content, importing it into Unreal Engine, building, and lighting. I created some basic VFX smokes, animated doors, animated lights, sounds just to give more atmosphere to the scene.
Yes, the Alien vibe is intentional :) The studio was involved in the Alien Fireteam project. Unfortunately, the project was shelved when Disney acquired 20th Century Fox. Later the company did not participate in the revived project.
Gábor Szász (Saxon): https://www.artstation.com/gabrielsaxon

The blood decal and door texture made by Gábor Szász.

The blood decal and door texture made by Gábor Szász.

Here you can see that the Hangar section is behind the door.

Here you can see that the Hangar section is behind the door.

Looking back.
"is something following us?!" :)

Looking back.
"is something following us?!" :)

Corridor from the Hangar view.

Corridor from the Hangar view.

Unused content due to lack of time.

Unused content due to lack of time.

Unused content due to lack of time.

Unused content due to lack of time.