For my semester-long final project in my Environment Art course at Clark University, I was tasked with choosing a 2D concept and turning it into a complete, real-time 3D environment scene inside Unreal Engine 5. I chose Jordan Gibson’s “Ghost King – Barracks Interior” as my 2D concept as it caught my eye and seemed like an interesting challenge for something medieval. I then aimed to recreate it as faithfully as I could through modeling, texturing, and lighting methods.
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The entire 3D environment was created by myself, starting from making an asset list for efficient planning, then a full blockout of the scene, followed by 3D modeling in Blender, material work in Substance Painter and Designer, and then shader/lighting work in UE5. In my asset list, I categorized everything into modular, unique, and hero types to make my organization process more efficient to maintain visual cohesion.
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This was my first time using both Substance Designer (for the procedural tileable floor and wall textures) and Photoshop (for the seamless texture details on modular props) on a large scope project. This was also my first large-scale scene in Unreal, and required me to experiment with post-processing, fog, atmosphere, and performance-aware organization using engine folders and efficient materials.
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This project taught me a lot, ranging from experimenting with new software, how to maximize UV texture space for large groups of assets, technical shaders, and the importance of a clean pipeline from modeling to rendering. I look forward to further expanding my skills with large scope environment art-related projects like this, and pushing my understanding of various game environment pipelines.
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Link to the Asset List I made for the project:
https://docs.google.com/document/d/13XO9QbiromSybemHsSb6PzhQ7ASl9p0mjOh7j1sFaNo/edit?usp=sharing
Scene Progression Timelapse