Base Color Building Base
Optimization: Resolution reduction and format choices to be documented when the optimized pass is complete.
A scene that displays my lighting skills and set dressing. This page keeps track of my progress throughout this project.
This page tracks my progress on the Ruined Cathedrals scene. Other students can follow along the same process I use (reference → blockout → materials → assets → lighting), the same way I follow along with theirs. Content is updated as the project develops.
Last updated: Feb 2025
This project is a playable level built with textures and assets that were originally made for cinematic scenes—high UV density, high lightmap resolution, and high-resolution textures. If I dropped everything in as-is and hit play, FPS would be below 60. The goal is to optimize so the level still looks the same but runs smoothly as a playable experience.
I will focus on material/texture optimization, lighting, volumetric and exponential fog, and LODs so the ruined cathedral and surrounding forest hold their look while staying performant.
Role: Environmental / Lighting Artist. Tools: Unreal Engine 5.6.1 (for now).
Run-down, abandoned cathedral with strong lighting contrast, volumetric fog, and god rays filtering through openings. The level will be built for gameplay, allowing players to move between interior and exterior spaces while keeping this aesthetic.
Lighting and interior debris.
Exterior (fog and breakdown).
Interior silhouette with god rays.
Notes
I blocked out the level I'm going to make: a quick, simple playable space. The layout has forest on each side, a big cathedral in the middle, and the player starts outside and walks in. The images below show the blockout stages and how the flow from exterior to interior is set up.
Blockout stages showing layout evolution and playable flow (exterior start → cathedral interior).
Interior.
Exterior (player start).
Roofing layout.
Original texture and stats compared to optimized versions. This showcases material optimization and set-dressing choices for the cathedral.
Optimization: Resolution reduction and format choices to be documented when the optimized pass is complete.
Optimization: Normal map compression and detail preservation to be documented when the optimized pass is complete.
Optimization: ORM packing and channel usage to be documented when the optimized pass is complete.
Original vs optimized assets. Placeholders below; add images as the project progresses.
Optimization: LOD strategy, draw calls, and mesh consolidation to be documented when optimized assets are in place.
Next steps focus on making the level playable while preserving the visual target.