| Game Demo Environment | |
| Brain of the Seas is a game demo for my graduation project. It was a team project, and I was responsible for all the environment art shown here, except one or two textures. The project lasted 3 months and the time spent on the environment is 2 months. The whole thing relies on modular assets placement and lush vegetation. Entirelly made in Unreal Engine. |

| The level design for this adventure game was linear but very detailed. I tried my best to push the Unreal Engine to its limits. Foliage tools were extensively used to gain that look. Multiple levels of detail were created for vegetation in order to keep a steady performance. |

| I imagined and designed the puzzle rooms of the game, where the player had to resolve jump-based rooms. |

| The ship was made from tiling textures to save memory, and used an Ambient Occlusion pass, to increase rendering quality. |

| The sea shore was made using foam textures that scrolled and fade along time. Ocean shader used a captured reflection of the scene. |

| The terrain shader blends up to 6 layers of diffuse and normal maps, four of them blended by vertex color, two using masks. The blendings were broken up using tiling masks that gave a realistic transition between materials. |

| The remains of an antique civilization were scattered around the map. |



All Content Copyright© Vincent Mayeur - 2010
Unreal Development Kit, Unreal Engine, Unreal Technology are trademarks or registered trademarks of Epic Games, Inc.
Unreal Development Kit, Unreal Engine, Unreal Technology are trademarks or registered trademarks of Epic Games, Inc.