Methods and techniques in creating game environments
Denys Rutkovskyi
- Hall:
- Black Sea Hall
What the talk is about
Denys Rutkovskyi shows how he built a sci-fi level in Unreal Engine in his spare time using just one 2048 trim normal-map texture and one ambient occlusion map. He first made a set of sci-fi patterns, then modeled objects from those elements. Variety comes from material instances that change color, gloss and dust level. Clean textures without dirt or noise hold up better at low resolution. For lighting he advises starting with fog and a cubemap, which remove pure black areas and add depth. Using several released games as examples, he argues that strong visual design does not depend on budget. In the Q&A he recommends combining tiling materials with decals and iterating. He also explains how selling work on a marketplace motivates finishing projects. Useful for environment artists.