This is a horror-themed environment made in Unreal Engine 5 following a brief from Supermassive Games. The goal of the project was to showcase a final act of a game and I chose to create a scenario in which the hero is being chased by a monster at the end of a survival game.
I created modular architecture assets to create the building with a flat UV and used a generic base color texture that runs through all the wall assets. There is also one tileable roughness and normal texture that runs across all the assets. I followed Wiktor Öhman's process of using just one texture that is reused across many assets and thus reducing the memory consumption and draw calls of the scene to the GPU. I could further optimize the assets but Since I was getting good FPS within Unreal, I decided to leave it as it is.
I was inspired by Control and Dead Space for the lighting and tried to follow those. I really love the concentrated lighting used in Control and tried to combine that with the dark and eerie lighting of Dead Space.
Wiktor Ohman project Polycount: https://polycount.com/discussion/97922/udk-oil-rig-observation-outpost#latest
Monster asset from Sketchfab: https://sketchfab.com/3d-models/zombie-monster-slasher-necromorph-d2f9be4f379a410f8c88745921bde6a0
Cinematic Video
Wall Asset