THE BATTLE CAVERN
I developed this environment using Unreal Engine for the Background Music Synchronization System demo. The 3D assets were sourced from the marketplace, and I customized certain materials to introduce a more varied appearance to both the battleground and the adjacent rocks.
Time Spent: One Week
Software Used: Unreal Engine
Cinematic sequences
Design Idea:
As we are featuring Japanese samurais as characters in our demo, and our sound design and music composition are tailored to that style, I opted to craft a battle environment imbued with a mysterious and solemn atmosphere, enriched with a subtle touch of Asian culture.
Inspired by the visual aesthetics of Blade Runner and Dune, where the stark contrast between colossal structures and diminutive humans caught my attention, I chose to incorporate a massive statue to achieve a similar effect. Since the existing statue lacked the desired sophistication, I am considering creating a new one to complement this aspect of the scene.
In an effort to produce a captivating light shaft, I experimented with adjusting the parameters of volumetric fog and directional light. However, I ultimately chose to reduce the fog's intensity towards the end. This decision was made to enhance clarity in the surroundings, allowing players to better perceive directions during combat scenarios.
High resolution screenshots from Unreal Engine
Iteration:
I was aiming for a standout god-ray effect in this setting, but cranking up the exponential fog and directional light ended up making everything in the cavern look too blurry. I experimented with different options like the spotlight, emissive board, and easy fog, and it turned out that the most effective solution for creating the god ray I wanted was to dial down the fog intensity and place a god ray particle.
The previous version