Internal Demo showing off our use of Unreal 5 showing off nanite and lumen technologies with our ability to create photoreal environments. This demo is used for test shoots on our LED stages around the world and was presented at Unreal Fest 2023.  We started off with several lighting scenarios running in real time for the stage.  On top of that, we did a path-traced version of the same scene with a hero truck that I built to be an internal hero vehicle. 

Below is several screenshots of the reel-time version of the scene from different stages in development:

Our company presentation of our work at Unreal Fest:

I was responsible for the initial environment build, which was a quick block out of all aspects that was only one week in time.  Once that initial environment was approved we then moved on with the rest of the team to push the environment to final.  

On the final build, I was responsible for the Unreal landscape sculpting, and surfacing.  I did all of the rock set dressing on both sides of the scene, and surfacing to the rocks.  Most of the rocks were sourced from megascans, and built on top of to plus where needed.   I was responsible for the layout of all of the major cornerstones of the environment like the mountains and topography of the scene.  I took the mountains from start to finish and built them in a modular fashion.  The majority of the mountains in the scene are just 1 to 2 mountains combined in creative ways.  I also did various set dressing of the other props too.

Lastly, I did many lighting iterations over time for high noon lighting and golden hour.  High noon was a good scenario for us to set a ground truth for the art assets and push them as far as they would go. Golden hour was the cinematic scenario.  My leads Bryan and Gennady would tweak my setup beyond that, and do other scenarios on top of that. 

My co-worker Chris Kiser tackled the road itself, the tunnel, integrating the foliage, the wind farm, lots of road props, and other support tasks.

Below is the Truck I built to serve as a hero vehicle internally. I did the model, textures, and lookdev.   The background environment was a WIP forest environment that we were testing.