(2025) This personal project, built in Unreal Engine 5, is a focused project in stylized organic asset creation and real-time foliage pipelines. It builds upon the visual design philosophy of modern 'The Legend of Zelda' titles, emphasizing readability, vibrant color, and strong composition, while evolving the aesthetic and making it into my own style with higher fidelity targeted towards high-end PC/Console.





Shader complexity in Unreal. The clouds have a material that is using a 'DitherTemporalAA' node to get that Ghosting look together with Fresnel to blend out the edges. Proper transparency was also an option to avoid the pixelated artifacts, but I wanted these to be a bit cheaper. and using a Masked Material allowed these clouds to cast real-time shadows.

World Normals - The mesh used for grass has manipulated normals that all point straight upwards. This creates the illusion of smooth, evenly-lit grass, avoiding harsh shading or dark spots that would occur if the normals were correctly calculated based on the polygon's true orientation. The same goes for the treetops, but with a slightly more spherical shape.

Roughness - Also here I'm being selective with how much Roughness information I use to get that stylized look I want, especially with foliage. Although some smaller plants have a bit more complexity.





Various snapshots of the different stages of blockouts leading up to the final look. I knew it was going to be a forest-scene, but initially I was trying out a darker, more swamp-like theme until I finally landed on a brighter and more colorful look.

