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1
Intro
2
What Remains of Edith Finch Marketplace Collection
3
Breakdown of the talking points
4
Reasons for Unreal 4.10
5
Custom PlayArea Browser
6
Lighting Scenarios
7
Studio breakdown at the time of development
8
Bug Portraits
9
Book Assets
10
Lightmap Resolution mention
11
Level Streaming breakdown
12
Backtracking
13
Mollys Story Transition
14
Props
15
VHS prop breakdown
16
Cavity Maps
17
Low-Resolution Textures
18
Props Continuation
19
Production Pipeline
20
Ingame Shrines
21
Cat Clock & Reaching out to artists & teams
22
Changing day-night cycle & levels
23
Nightime breakdown
24
Distance meshes vs closer to camera meshes
25
Frame benefits of occlusion rendering vs loading and unloading
26
Light & light volumes
27
Swarm, builds & loading levels
28
Modular meshes
29
Workflow consistency
30
LODs
31
Q&A
32
Artist advice
33
Outro
Description:
Dive into an in-depth exploration of the art development process for the critically acclaimed game "What Remains of Edith Finch" in this two-hour Inside Unreal session. Join Creative Director Ian Dallas and Lead Artist Brandon Martynowicz as they reveal the intricate details of crafting hundreds of assets with a small team of three artists. Discover their unique approach to environmental storytelling, from initial design blockouts to final in-game assets. Learn about their custom PlayArea Browser, lighting scenarios, and level streaming techniques. Explore the creation of props, including the iconic VHS tapes, and understand their use of cavity maps and low-resolution textures. Gain insights into their production pipeline, modular mesh design, and LOD implementation. The session covers day-night cycle changes, occlusion rendering benefits, and light volume usage. Conclude with a Q&A session and valuable advice for aspiring artists in game development.

Building the Art for What Remains of Edith Finch - Inside Unreal

Unreal Engine
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