Overview
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