
Building The Art for What Remains Of Edith Finch | Inside Unreal
On this week’s Inside Unreal, we’ll be joined by What Remains of Edith Finch’s Creative Director Ian Dallas and Lead Artist Brandon Martynowicz, who will discuss the game’s development, sharing how—and why—they handcrafted hundreds of assets with only three artists. With an emphasis on storytelling within the environment, we’ll learn what their workflow and pipeline looked like, from design blockout to in-game assets.
DISCUSSION THREAD
https://forums.unrealengine.com/unreal-engine/events/1829338
TRANSCRIPT
https://epicgames.box.com/s/jhb61lq215hrlrwrac17tfkqzqvr36qp
**TIMESTAMPS**
00:00 Intro
01:08 What Remains of Edith Finch Marketplace Collection
03:29 Breakdown of the talking points
04:18 Reasons for Unreal 4.10
04:45 Custom PlayArea Browser
05:43 Lighting Scenarios
06:11 Studio breakdown at the time of development
07:23 Bug Portraits
07:55 Book Assets
10:23 Lightmap Resolution mention
10:42 Level Streaming breakdown
13:03 Backtracking
14:30 Mollys Story Transition
15:40 Props
16:14 VHS prop breakdown
18:34 Cavity Maps
19:54 Low-Resolution Textures
22:30 Props Continuation
26:09 Production Pipeline
36:36 Ingame Shrines
39:17 Cat Clock & Reaching out to artists & teams
41:54 Changing day-night cycle & levels
45:58 Nightime breakdown
47:21 Distance meshes vs closer to camera meshes
48:51 Frame benefits of occlusion rendering vs loading and unloading
51:05 Light & light volumes
58:00 Swarm, builds & loading levels
1:04:24 Modular meshes
1:08:54 Workflow consistency
1:09:39 LODs
1:16:57 Q&A
1:51:35 Artist advice
2:02:00 Outro
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