As a long-time fan of Remedy Entertainment's games, I recreated this hallway environment inspired by *Quantum Break*, using references from Act 3, Part 1 of the game. I chose this setting because I am particularly drawn to atmospheric, moody, and fog-filled environments that create a strong sense of immersion and visual storytelling.
The scene combines Lightmass and dynamic lighting techniques to achieve a realistic indoor atmosphere while maintaining full gameplay functionality. Considerable effort was invested in optimizing lighting, volumetric effects, shadows, and shaders to ensure smooth performance and stable frame rates.
Most assets were created by me, with the exception of the grass used for ground cover and a small number of cracked-surface decals. Some assets were produced using a traditional high-to-low poly baking workflow with baked normal maps, while others were created using more direct modeling approaches. Tileable materials were authored in Substance Designer.
Additionally, I developed a lightweight procedural fallen-leaves shader based on Perlin noise, allowing natural leaf accumulation across the environment without manual placement. A custom distant ocean water shader was also created for the scene.
One of the more challenging aspects of the project was creating the camera-facing volumetric fog effect. This was achieved through a custom shader combined with Cascade particle systems, allowing the fog volumes to be manually placed and art-directed throughout the level. Trees and vegetation were created using SpeedTree.
The project maintained a consistent texel density of 5.12 px/cm across assets. Volumetric effects were intentionally rendered at a lower resolution to balance visual quality with performance and achieve stable frame rates.
Walkthrough Demo
Hallway cinematic demo
The level breakdown from concept to final
Procedural fallen leaves spawner
Curtain substance designer material
Fireworks and Volume noise fog
Ground vertex Painting
Tree references and speedtree remake