
The Park in UE5
Lighting & Vegetation & Level & Technical Art Practice
This project focuses on lighting, level design, and technical art workflows. To build a procedural and scalable environment, I utilized Unreal Engine's PCG (Procedural Content Generation) nodes combined with Spline-based tools.
Asset Breakdown:
- Custom Photogrammetry: I created my own high-quality photo-scanned assets, including vegetation (grass/atlases), rocks, and a birch tree.
- Foliage: Additional bushes, hero tree and grass were modeled using SpeedTree and Blender.