ABOUT
Los Angeles, CA, U.S.A.
This was my entry for Epic's "Better Light Than Never" competition, which I eventually got an honourable mention in the end. The guidelines were to create a piece highlighting lighting skills within Unreal, and had to be rendered directly from engine, with only music allowed to be added in post. Here is a link to the sizzle of which the project was featured in:
In order to create different lighting scenarios, I created a skylight recapture system that allows HDRIs to be rotated and blended live, contributing to the GI effects particularly for each shot and when the colourful lights begin. Below is a test render showing the effects of the skylight blueprint. You can see the HDRI transition in the chrome sphere.
Here is a screenshot of the HDRI Skylight Recapture Blueprint, with an inverted sphere displaying the HDRIs for the Skylight to capture.

Once I had the lighting setup created in the test level, I blocked out the scene and created the final environment. I pieced together Megascan, Sketchfab, and Marketplace assets.

In order to create the puddle transition effect, I created a trigger blueprint that spawned a duplicate level that had an inverted scale transform. The puddle and cobblestone materials also had a dithered fade based off camera distance.

Here is the link to the official post: https://forums.unrealengine.com/t/better-light-than-never-paris-rain/590591

Role
Personal Project

Software
Unreal Engine, Premiere Pro
