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YouTube

Building the Art for What Remains of Edith Finch - Inside Unreal

Unreal Engine via YouTube

Overview

Dive into an in-depth exploration of the art development process for the critically acclaimed game "What Remains of Edith Finch" in this two-hour Inside Unreal session. Join Creative Director Ian Dallas and Lead Artist Brandon Martynowicz as they reveal the intricate details of crafting hundreds of assets with a small team of three artists. Discover their unique approach to environmental storytelling, from initial design blockouts to final in-game assets. Learn about their custom PlayArea Browser, lighting scenarios, and level streaming techniques. Explore the creation of props, including the iconic VHS tapes, and understand their use of cavity maps and low-resolution textures. Gain insights into their production pipeline, modular mesh design, and LOD implementation. The session covers day-night cycle changes, occlusion rendering benefits, and light volume usage. Conclude with a Q&A session and valuable advice for aspiring artists in game development.

Syllabus

Intro
What Remains of Edith Finch Marketplace Collection
Breakdown of the talking points
Reasons for Unreal 4.10
Custom PlayArea Browser
Lighting Scenarios
Studio breakdown at the time of development
Bug Portraits
Book Assets
Lightmap Resolution mention
Level Streaming breakdown
Backtracking
Mollys Story Transition
Props
VHS prop breakdown
Cavity Maps
Low-Resolution Textures
Props Continuation
Production Pipeline
Ingame Shrines
Cat Clock & Reaching out to artists & teams
Changing day-night cycle & levels
Nightime breakdown
Distance meshes vs closer to camera meshes
Frame benefits of occlusion rendering vs loading and unloading
Light & light volumes
Swarm, builds & loading levels
Modular meshes
Workflow consistency
LODs
Q&A
Artist advice
Outro

Taught by

Unreal Engine

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