Crookback Bog is one of my favourite environments in a game, and PBR stylized artwork is one of my favourite art styles, so bringing the two together was a 'must-do' project for me and one I really enjoyed!
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In terms of creating the content, there was a focus on re-usable modular pieces, a versatile and detailed trim sheet, several tiling materials, a customisable atlas sheet, and Houdini Generators to both create and distribute the foliage/vegetation within the scene. This project really brought together the vast majority of industry standard game art creation techniques I've learnt over time.
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The majority of this project was created during the second semester of my final year at Staffs Uni, alongside 3 other projects simultaneously, which meant I had to create the content efficiently. Post-uni I wasn't entirely pleased with the result, and wanted to do Crookback Bog justice by pushing it further. I accumulated as much feedback as I could from peers, Discords, research and myself. I spent the last 1-2 months applying it all and I'm much happier with the result.
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This project also really emphasised to me the importance of post-production work to deliver the final 'oomph' which is often necessary to take a piece of work to the next level.
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The whole project was developed in Unreal Engine 4, however during the post production and presentation stage, Unreal Engine 5 came out. So the project was migrated over and all the main SS images, cinematic renders and walkthroughs are in real-time in Unreal Engine 5.
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Thank you very much for those who provided feedback throughout, and I hope you all enjoy!