Some of the landscapes are showcased in the screenshots below. I made sure to avoid making cinematic renders of them in order to show how the landscapes will look during real-time gameplay.
No video preview available to the public.
No video preview available to the public.
No video preview available to the public.
No video preview available to the public.
This is a personal project that I spent some time on during my free time as part of my own personal game (work in progress) to experiment with various ways to design neat and continuously immersive levels that do not interrupt the open-world experience when entering and exiting the castle.
Through the application of optimization techniques, the elimination of loading screens and the prevention of screen fading during transitions between rooms, locations, or buildings is achieved.
This addresses a distinctive yet recurring challenge related to performance drops caused by rendering overload of interior props, even when not visible to the player.
I intend to explore approaches that can streamline and expedite the optimization process for all meshes in the scene, supplementing the High Level of Detail (HLOD) strategy.
Simple illustration of how the player is able to roam freely on a massive landscape in an open world without the need to use loading screens between major locations as the land can be explored seamlessly from both near and far distances alike.
At the moment I had succeeded in achieving an open world with a landscape material of one's choosing, but since a landscape can only use a single landscape material, multi-biome landscapes remain a force to be reckoned with. This showcases a single biome open world in UE5.
I am currently in the process of identifying methods to create photorealistic and performant open world multi-biome landscapes. Thus far, the results seem promising as the basic biomes blend seamlessly with one another.
This was an interior level design made specifically for an intro scene to a dark RPG game themed game.
All props (items) were manually placed to accommodate the order in which gameplay events ought to take place. The dark post-renaissance library is a narrative-driven gameplay level.