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Glacier Bunker - A UE5 Game Environment

"Glacier Bunker" is the result of my Master's Project ICA at Teesside University. Inspired by one of my favorite games, Gears 5, I revisited the full game environment design process, this time imagining a frozen sci-fi military research facility.

In this project, I explored and reinvented several advanced techniques, including mid-poly modeling, custom layered shaders, shared material hierarchies, ice and snow shaders, and vertex painting. With playability and optimization at the core, crucial for any real-time project, I carefully designed both the environment and pipeline to achieve a highly optimized, visually rich, and playable scene.

Glacier Bunker - Render01

Glacier Bunker - Render01

Glacier Bunker - Trailer

Glacier Bunker - Render02

Glacier Bunker - Render02

Glacier Bunker - Render03

Glacier Bunker - Render03

Glacier Bunker - Render04

Glacier Bunker - Render04

Glacier Bunker - Render05

Glacier Bunker - Render05

Glacier Bunker - Render06

Glacier Bunker - Render06

Glacier Bunker - Render07

Glacier Bunker - Render07

Glacier Bunker - Render08

Glacier Bunker - Render08

Glacier Bunker - Render09

Glacier Bunker - Render09

Glacier Bunker - Render10

Glacier Bunker - Render10

Glacier Bunker - Breakdown

Glacier  Bunker - Modules01

Glacier Bunker - Modules01

Glacier  Bunker - Modules02

Glacier Bunker - Modules02

Glacier  Bunker - Modules03

Glacier Bunker - Modules03

Glacier  Bunker - Modules04

Glacier Bunker - Modules04

This is the reference board I gathered for my project, "Glacier Bunker." The environment is heavily inspired by the game Gears 5 and its concept art.

This is the reference board I gathered for my project, "Glacier Bunker." The environment is heavily inspired by the game Gears 5 and its concept art.

I used a mid-poly modeling workflow, optimizing geometry by removing unnecessary vertices and using weighted normals. This kept the meshes detailed yet efficient for modern games. The approach worked well with the shared layered material system.

I used a mid-poly modeling workflow, optimizing geometry by removing unnecessary vertices and using weighted normals. This kept the meshes detailed yet efficient for modern games. The approach worked well with the shared layered material system.

Left UV Set: Non-Overlapped for baking normals and masks, Right UV Set: For keeping texel density consistent through all assets.

Left UV Set: Non-Overlapped for baking normals and masks, Right UV Set: For keeping texel density consistent through all assets.

An example of the RGBA masks I painted for the sci-fi assets, used with the layered material system in Unreal Engine. These masks control edge wear, paint variation, dirt, and snow layers on top of the base paint layer.

An example of the RGBA masks I painted for the sci-fi assets, used with the layered material system in Unreal Engine. These masks control edge wear, paint variation, dirt, and snow layers on top of the base paint layer.

In this video, I explain the layered material workflow I developed from scratch, designed for use with both sci-fi assets and rocks.

Base Materials Showcase : Paint, Metal, Rust, Large Shaped Rock, Detailed Rock, Concrete and Snow

Base Materials Showcase : Paint, Metal, Rust, Large Shaped Rock, Detailed Rock, Concrete and Snow

This image showcases my rock creation workflow, from the base model to ZBrush detailing, UVs, mask painting, base material creation, and the final look in Unreal Engine, Using same layered material workflow.

This image showcases my rock creation workflow, from the base model to ZBrush detailing, UVs, mask painting, base material creation, and the final look in Unreal Engine, Using same layered material workflow.

This image shows the ice asset workflow: modeled in Maya and ZBrush, masks baked and painted in Substance Painter, and finished with an advanced ice shader using parallax occlusion and masks to create a fantasy-style crystal look.

This image shows the ice asset workflow: modeled in Maya and ZBrush, masks baked and painted in Substance Painter, and finished with an advanced ice shader using parallax occlusion and masks to create a fantasy-style crystal look.

Ice Shader In Action!

Developed a lightweight animated fog shader in Unreal Engine using noise and parallax layers to simulate cold airflow, enhancing atmosphere without sacrificing performance.

Developed a lightweight animated fog shader in Unreal Engine using noise and parallax layers to simulate cold airflow, enhancing atmosphere without sacrificing performance.

Wall asset creation pipeline, almost same as rock pipeline. Base in Maya, Sculpting and decimating in Zbrush, Dual UVs in Maya, Mask Painting in Painter, Base Materials In Designer, Final shader in Unreal Engine combined with vertex paint.

Wall asset creation pipeline, almost same as rock pipeline. Base in Maya, Sculpting and decimating in Zbrush, Dual UVs in Maya, Mask Painting in Painter, Base Materials In Designer, Final shader in Unreal Engine combined with vertex paint.

Lighting milestones, some post-processing setting.

Lighting milestones, some post-processing setting.