650

650 was my first time creating an environment within the UE5 toolset, incorporating new technologies like PCG, a heightmap derived from real-world data, and Nanite. This experience gave me a newfound respect for the optimization techniques and technologies that AAA developers utilize when working with high-poly assets.

Early Drift Gameplay

Early dialogue tree

Heightmap next to in engine

Key Features:

  • Dialogue system controlled through blueprints

  • Enterable / Exitable vehicles between a car controller and FPS controller

  • Terrain formed from real heightmap before being populated with PCG foliage

    Developed in Unreal Engine 5