Sea Shrine

Randomized lightning system set up using Blueprints.

Rain particle system.

Water collision splashing particle systems.

Water streams created with a very simple, panning shader.

VFX graphs made in Substance Designer for all the water-splashing effects.

VFX graphs made in Substance Designer for all the water-splashing effects.

Substance Designer graph of the rock material.

Substance Designer graph of the rock material.

Most of the wave system is based on the amazing tutorial created by DeathreyCG, on the dev epic games forums. This project would not have reached the results without it. https://dev.epicgames.com/community/learning/tutorials/qM1o/unreal-engine-ocean-simu

Most of the wave system is based on the amazing tutorial created by DeathreyCG, on the dev epic games forums. This project would not have reached the results without it. https://dev.epicgames.com/community/learning/tutorials/qM1o/unreal-engine-ocean-simu

Sea Shrine

Something to switch up the more bright and vibrant colors that have started to dominate the rest of my portfolio! For this piece, I wanted to challenge myself a little more. I tried to touch parts of Unreal Engine and systems that I had not been familiar with yet. I wanted to use these systems to create a vast and dramatic scene, while less so relying on skills that I've become more than familiar with during the production of previous projects.