A modular environment library for an unannounced open-world title. Four biomes built on a strict metric grid, delivered as kit-based sets that level designers can recombine without art support — blockout through final in-engine polish in Unreal Engine 5.
Confidential — global AAA publisher2024Unreal Engine 5
Client
Confidential — global AAA publisher
Engine
Unreal Engine 5
Platforms
PC, PlayStation 5, Xbox Series X|S
Year
2024
Duration
14 months
Team size
18 artists
Disciplines
Environment art, Level design, Texture & material authoring
Category
Environments
Open-World Environment Set — cover artwork
Artwork from our archive. High-resolution originals are available on request under NDA.
Production stills
The brief
What the client needed.
The publisher had already shipped a vertical slice with inconsistent asset scale and a 4K material budget that broke down at distance. Our sets also had to match an art direction established by three different studios — with every asset reviewed in-engine across a 13-hour time-zone offset.
How we ran it
Rebuilt the modular kit around a strict metric grid and locked pivot conventions in a shared spec document.
Audited hero assets against a 12-point scale checklist, then re-exported with corrected pivots and collision.
Consolidated master materials with runtime switches, collapsing the shader permutation count.
Held weekly in-engine reviews with the client’s technical director, screen-sharing the debug views that mattered.
Delivered in milestone drops, each with source handover, naming-convention checks and a signed asset manifest.
Result
A kit that level designers recombine without raising art requests.
Scale defects caught before integration rather than during it.
Materials brought under control, holding 60 fps on base consoles.
The library was reused on a second project, avoiding repeat modelling work.