Completed
Frame benefits of occlusion rendering vs loading and unloading
Class Central Classrooms beta
YouTube videos curated by Class Central.
Classroom Contents
Building the Art for What Remains of Edith Finch - Inside Unreal
Automatically move to the next video in the Classroom when playback concludes
- 1 Intro
- 2 What Remains of Edith Finch Marketplace Collection
- 3 Breakdown of the talking points
- 4 Reasons for Unreal 4.10
- 5 Custom PlayArea Browser
- 6 Lighting Scenarios
- 7 Studio breakdown at the time of development
- 8 Bug Portraits
- 9 Book Assets
- 10 Lightmap Resolution mention
- 11 Level Streaming breakdown
- 12 Backtracking
- 13 Mollys Story Transition
- 14 Props
- 15 VHS prop breakdown
- 16 Cavity Maps
- 17 Low-Resolution Textures
- 18 Props Continuation
- 19 Production Pipeline
- 20 Ingame Shrines
- 21 Cat Clock & Reaching out to artists & teams
- 22 Changing day-night cycle & levels
- 23 Nightime breakdown
- 24 Distance meshes vs closer to camera meshes
- 25 Frame benefits of occlusion rendering vs loading and unloading
- 26 Light & light volumes
- 27 Swarm, builds & loading levels
- 28 Modular meshes
- 29 Workflow consistency
- 30 LODs
- 31 Q&A
- 32 Artist advice
- 33 Outro