For this project, I challenged myself to integrate artistic knowledges with engine-based technical execution, with a particular focus on material and shader creation in Unreal Engine 5. The original concept was designed by me and is heavily inspired by game "Stray".
The primary hero asset—the ATM machine—along with the kit-bashed props and all tiling materials were created by me. Additional assets were sourced from Quixel Bridge and Fab. Decals were implemented using the Decal Designer plugin, and the rain effect was created with the Easy Rain plugin, both from the Unreal Engine Marketplace.
Glitch effect shader tutorial by Meshingun Studio: https://www.youtube.com/watch?v=NHmbKyLuq3g&list=PL3QzifIUA2UIzGmfera_rEtlLC72PgK9R
Emissive bounce card tutorial: https://www.artstation.com/artwork/BXkrqr
Process Timelapse
For tillable materials, I created a Parallax Occlusion shader in the material Instance to control the wall height.
Glitch Shader Demo
I used Blueprint spline tool to procedurally generate wire bundles in the scene. This is a really flexible method compare to modeling static meshes before importing.
Tile material damage variation