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Bashing Environments in Unreal Engine
One Part Legos, One Part Foilage Hose and Lots of Experimentation

There are many people in the world of 3D that think Unreal Engine is going to be a massive juggernaut in the decade to come. I am one of them. Unreal Engine, and the offerings that Epic has brought to the table, are, undeniably, changing the way things work. What once was just a game engine has turned into an environment where you can build some incredibly cinematic experiences. This page is a collection of Environments I have started to build and animate as ways to understand this deeply complicated and unfathomably deep world. World building is quite a difficult discipline and takes a really keen eye for details. I hope this to be an ever evolving page. First example was built from prebuilt assets on a blank canvas. A temple in the desert, left to the sands of time.

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Building a Moody Wooded Scene for a Lost Robot

There's a story behind this one that has yet to be fully realized. It involves deep moody woods, a lost robot and a frog. This scene was built around exploring moody, foggy environments as well as some post-processing effects to create a rich visual space to tell a story. This was a space I could use some of Unreal's realtime water and although it looks awesome, I still find it troubling to dial in. 

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Moody Alleyway on a Misty Night

One thing that is super cool about Unreal is the ability to build really moody scenes that almost tell a story without any direct action. Arranging a space so it's belieavable, not too complicated, not too sparse, visually engaging, but realistically rendered is quite a fun experiment. This alley has yet to find it's story, but it's in there somewhere waiting to be discovered.

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