Digital 3D Environment Art Playable Demo
Excited by my friend's picture book work, I wanted to push the stylisation of my asset creation and environment work within Unreal. Creating a section of "playable" game was a great experience in Unreal - with the blueprint system acting as a powerful and accessible tool for mechanics as well as shaders and animation.

I aimed to limit textural detail on assets in favor of post process grain to generate detail.

I loved the really restrictive way Philomena develops characters and I aimed to reflect this through limited geometry and the use of hard edges.