Unreal Engine 5 // Vampiric crystal Sketch

Everything is made from scratch, the isometric template is taken as a basis, the environment is made with scans. All post-processing is done at the engine level.

The biggest performance loss is due to the lighting settings, literally "Can it run Crysis?"

Shader Complexity

At a certain distance from the core, the player slows down, the camera starts to shake, and a post process with higher contrast settings and distortion is applied

Rocks interaction

I set the players position in a Niagara Parameter Collection, then use that data inside the Niagara system to make a fake collision

I set the players position in a Niagara Parameter Collection, then use that data inside the Niagara system to make a fake collision

The trail effect is partly composed of an overlay of material with a changing WPO

I also change the intensity of the trail with the help of NPC

I also change the intensity of the trail with the help of NPC

I decided to take a more deliberate approach and frame my vision as art pillars

I decided to take a more deliberate approach and frame my vision as art pillars

Core Geometry graph and Rig graph. Yes, its .fbx animation at this time

Core Geometry graph and Rig graph. Yes, its .fbx animation at this time

Decal

Decal

Some used textures

Some used textures