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Creating a Game Level with Dark Underground Tunnel in UE5

Yurii Hrebenko showed us the workflow behind his project Departure, which is Part 4 of his game inspired by Resident Evil and Alan Wake, explaining how he created detailed terrain and lifelike foliage and lighting in Unreal Engine 5.

Introduction

I'm Yurii Hrebenko, a 21-year-old level artist from Lviv, Ukraine. My journey into 3D art and development began around three years ago when I was nearly 18. Before diving into 3D, I had a deep passion for artistic work, exploring filmmaking, photography, and video editing.

My 3D career officially started with a course on Cinema 4D from Isaev Workshop. Following that, I expanded my knowledge with additional courses on post-production and game development, focusing on the game industry. Over time, I've built a diverse skill set through hands-on experience, working for different studios and freelancing with various brands worldwide.

I've contributed to several projects, including my most recent work, Departure. My inspiration came from games like Alan Wake 2 and Resident Evil, which influenced both the atmosphere and mechanics of the level. My work on this project involved everything from art direction and blueprint coding to level creation and optimization.

My approach has always been centered around creating immersive and atmospheric experiences. If you'd like to see some of my work, check out my non-NDA projects on Instagram. Looking forward to connecting with fellow enthusiasts and professionals in the field!

Getting Started

I started the Departure project as part of a game development course, where each participant was tasked with creating a game level. The final levels from all participants are being combined into an indie game that will be released for free on Steam. My inspiration for Departure was primarily drawn from Alan Wake 2, which I had recently played and was deeply impressed by. The game's atmospheric tension and flashlight mechanics left a lasting impact on me. I also drew inspiration from Resident Evil, particularly for its sense of horror and scare elements, as well as its first-person camera perspective. From Alan Wake 2, I incorporated the general atmosphere and flashlight mechanics into my level. From Resident Evil, I took inspiration from the overall feeling of horror and the sense of dread. 

The concept of Departure is straightforward yet engaging: players navigate from point A to point B, searching for a ritualistic symbol along the way. The level is designed to be short but intense, focusing on creating a memorable and immersive experience. In terms of gameplay mechanics, players will utilize basic movement controls, a dodge mechanic, a pistol, and a flashlight. They'll encounter enemies with various attacks and melee weapons, adding to the challenge and suspense.

This experience is unique because it combines atmospheric storytelling with engaging gameplay. The setting is crafted to evoke a sense of unease and mystery, with detailed level design and thoughtful use of lighting and fog to create a compelling and immersive environment. 

References & Composition

For Part 4 of my project, which focused on creating an abandoned underground tunnel, I aimed to achieve a visually compelling and immersive environment. This level is a crucial component of the overall game, providing players with a sense of eerie exploration and suspense.

To ensure the scene was both believable and atmospheric, I extensively used references for composition, lighting, and environment design. These references guided me in crafting an engaging visual narrative and helped refine the details of the scene. I sought to capture the essence of abandoned spaces, focusing on creating a realistic and immersive underground setting.

Composition planning was key to achieving the desired atmosphere. I started by sketching out the general layout and placement of key elements within the tunnel. This included defining the focal points and ensuring a balanced visual flow. My goal was to create a scene that drew players in and maintained their interest throughout the exploration.

Blockout

The blockout phase involved using base shapes to lay out the primary structure of the tunnel. This step allowed me to visualize the space and experiment with different arrangements. I placed major elements like the tunnel entrance and key landmarks to establish the foundation of the level. This rough layout was crucial for refining the design and ensuring everything fit together cohesively. 

Modeling

I mostly used assets from packs and customized many of them. At the same time, I used a combination of default Quixel assets and custom modifications. I creatively adapted Quixel assets for ground and sand to build the tunnel, giving it a unique and fitting appearance. This approach allowed me to leverage high-quality resources while adding my own touches to achieve the desired look. 

Vegetation

Although this level focused on an underground setting, I still needed to incorporate vegetation elements where appropriate, such as in areas leading to the tunnel or within surrounding environments. I used various plants and foliage assets to add realism and depth. These elements were placed thoughtfully to enhance the atmosphere and support the overall theme of abandonment and neglect.

Goals & Achievements

With this scene, my main objective was to practice creating detailed and atmospheric environments. I aimed to achieve a high level of realism while capturing the eerie and unsettling feeling of an abandoned underground space. This experience allowed me to explore new techniques and refine my skills in level design and environmental storytelling.

Texturing

I didn't create textures myself because I'm a Level Artist, and I focus on making the level's visuals and not creating all assets. My texturing workflow involves several key steps to ensure that textures are well-integrated and materials look realistic. I began by gathering and organizing texture references that matched the visual style and materials required for the level. For Part 4, where I created the underground abandoned tunnel, I used a combination of default and custom-made textures. I employed texture packs from Quixel and other sources but customized them extensively to fit the specific needs of the environment.

I used a mix of pre-existing textures and custom tweaks to create materials. I started by applying base textures to models and then adjusted parameters such as color, roughness, and normal maps. I utilized Unreal Engine's material editor to blend textures and achieve the desired look. For example, I used vertex painting to create variations in terrain materials, such as blending dirt with moss or grime, to enhance realism. 

To achieve a realistic look of wear and tear, I applied several techniques: vertex painting, decals and detail maps, and layered materials. First, I used vertex painting to add subtle variations in the surface, such as dirt accumulation or faded paint, which gives the impression of aging and use. Then, I added decals, such as grime, stains, and scratches, to surfaces to simulate damage and deterioration. By layering different materials and blending them, I created areas of intense wear, like scuffed walls or cracked floors, adding depth and realism. 

For complex surfaces, such as the terrain, I utilized displacement mapping to create realistic surface variations on the terrain. This technique allowed me to simulate natural erosion and unevenness, adding depth and authenticity to the ground. By applying a Displacement Map, I was able to create intricate details like cracks, crevices, and uneven patches that would not have been achievable with flat textures alone.

I used high-resolution detail maps to add fine surface imperfections. These maps enhance the texture's appearance by adding details that aren't visible with standard textures alone. I also designed custom materials to reflect the specific characteristics of the terrain. For instance, I blended different textures and applied vertex painting to simulate a worn and weathered look, including patches of moss and areas of exposed rock. Where applicable, I used procedural texturing techniques to create patterns and variations without manually painting every detail. This was particularly useful for creating repetitive or large-scale textures, such as mossy surfaces or worn-out paths. 

Final Scene Setup & Composition

Assembling the final scene involved several critical steps to ensure everything came together cohesively. After completing the primary asset placement and setting up the lighting, I focused on integrating all elements to create a compelling and immersive environment. With the main assets and lighting in place, I added finer details to enrich the scene. This included placing foliage, debris, trash, and other environmental elements. These details helped to create a more realistic and lived-in feel, contributing to the overall atmosphere of the scene.

I used references for composition to guide the placement of objects and ensure a balanced visual flow. These references helped me determine focal points and the overall layout, ensuring the scene was visually appealing and functional. The initial blockout provided a foundation for composition. I revisited it to refine the placement of key elements, ensuring that the final composition aligned with my artistic vision. This included adjusting the positioning of objects and optimizing the layout for better visual impact. The overall design was managed through a layered approach. I started with a solid foundation, incorporating the main assets and setting up the primary lighting. Gradually, I built up the scene by adding details and refining the composition. 

Throughout the scene, I scattered various foliage and vegetation, including bushes and ivy. This helped to enhance the abandoned and overgrown look. I paid close attention to the density and placement of these elements to avoid repetition and maintain a natural appearance. I also added details like debris, trash, and environmental clutter. These elements were placed strategically to add depth and realism to the scene. I ensured that these details supported the narrative of abandonment and neglect, further immersing players in the environment. 

Lighting Setup

When I embarked on crafting the lighting for my scene, I started with a foundational HDRI setup that set the stage for the ambient lighting and the overall tone of the environment. The HDRI provided a base that helped define the mood from the outset. To deepen the atmosphere, I introduced Height Fog, which added a layer of softness and dreaminess to the scene. This fog wasn't only about creating visual effects – it played a critical role in establishing the scene's mysterious and eerie quality.

My next step was strategically placing spotlights. These lights were chosen carefully to accentuate key areas, creating dramatic contrasts that added to the scene's suspenseful feel. I didn't stop there; I enhanced the volumetric effects within these spotlights to amplify the fog's interaction with the light, which deepened the atmospheric depth and contributed to the overall enigma of the environment.

I turned to Unreal Engine's Movie Render Queue for the rendering phase. This tool was essential for achieving the high-quality output I aimed for. I enabled anti-aliasing and applied specific game overrides to maintain visual fidelity throughout the rendering process. Real-world lighting parameters guided my adjustments for exposure and intensity, allowing me to strike a balance between realism and the dark, immersive atmosphere I sought to create.

One of the key tricks I employed was using third-party plugins to enhance the fog's realism. This approach allowed me to achieve a softer, more nuanced fog effect, crucial for maintaining the scene's dreamy and mysterious ambiance. Volumetric lighting further enriched the scene, casting atmospheric depth and accentuating the fog in a way that echoed the suspenseful lighting found in games like Alan Wake.

In post-production, I delved into color grading to perfect the scene's visual style. Adjustments to temperature, contrast, and saturation helped fine-tune the mood, ensuring it stayed both dark and captivating. Lumen settings were meticulously adjusted to balance the interplay of light and shadow, preserving important details while maintaining the scene's overall mystery.

Extensive research and experimentation were instrumental in my process. Tutorials, documentation, and community forums provided the insights needed to master realistic lighting techniques. Feedback and iterative adjustments were also vital in refining the scene to align with my creative vision. Through this journey, I crafted a scene that not only captured the eerie atmosphere I aimed for but also honored the suspenseful lighting styles that inspired me. 

Conclusion

Completing all the levels for my project took around six months, encompassing art direction, level design, blueprint coding, and optimization. One of the main challenges was crafting detailed terrain; creating a realistic and varied landscape required significant precision and effort. Additionally, populating the environment with foliage and other elements to achieve a natural look was demanding and required careful planning.

The most important lesson I learned was the value of using good references. They play a critical role in guiding the design process and ensuring that the final product meets high standards. Following a structured pipeline, starting with blockouts, placing major objects, and finally adding smaller details, was crucial for maintaining clarity and achieving the desired results.

My advice for beginners in game development and art is to start with a clear plan and adhere to a structured workflow. Use references extensively to guide your work and practice regularly to refine your skills. Iteration and feedback are key to improving your craft. 
Departure will be released on Steam as part of a larger project, likely in the fall, and it will be free.

Yurii Hrebenko, Level Artist

Interview conducted by Gloria Levine

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