Train Station - Lumen

Performance and optimization study using Unreal Engine 5 Lumen with an all dynamic physically based lighting setup. Focused with an eye toward player visibility, pathing, and centers of interest along with planning for interactive elements in gameplay.

All lighting and many set/shader/texture alterations by myself. Original Victorian Train Station marketplace asset demo design by Denys Rutkovskyi. Art Direction via Aspyr Media.

A quick fly through of the initial state for the train station without any major play elements being activated beyond initial state.

The original premise for this setting was an overcast, rainy day in a slightly leaky train station.

The original premise for this setting was an overcast, rainy day in a slightly leaky train station.

I wanted the fixtures of the station to be the main saturation points, but still be mostly subtle so I could use varied color splashes for pathing.

I wanted the fixtures of the station to be the main saturation points, but still be mostly subtle so I could use varied color splashes for pathing.

The trains themselves would help block the path so you can't just jump the tracks.

The trains themselves would help block the path so you can't just jump the tracks.

A somewhat clear goal with a unique color space, one I intend to make more prominent with gameplay triggers.

A somewhat clear goal with a unique color space, one I intend to make more prominent with gameplay triggers.

Some broken roof elements are letting in water down the track.  This could be foretelling something...

Some broken roof elements are letting in water down the track. This could be foretelling something...

Some sections of the tracks are beginning to get flooded.

Some sections of the tracks are beginning to get flooded.

Water pools along walkable areas.

Water pools along walkable areas.

A staircase with some soft, inviting warmth driven in part by the display board mixing with the overheads.

A staircase with some soft, inviting warmth driven in part by the display board mixing with the overheads.

Ticket booths are driving factors in attention and intended gameplay elements.

Ticket booths are driving factors in attention and intended gameplay elements.

Down the stairs we see a repeat of bright, bold blue.  Reinforcing the ticket booths while also being a bit...different!

Down the stairs we see a repeat of bright, bold blue. Reinforcing the ticket booths while also being a bit...different!

A ticket booth shorts out in the flooding tunnel path below the tracks!

A ticket booth shorts out in the flooding tunnel path below the tracks!

Implied caustics and dynamic effect lighting make this a clear point of interest.

Implied caustics and dynamic effect lighting make this a clear point of interest.

The lighting in this space will change significantly during gameplay.

The lighting in this space will change significantly during gameplay.

An end in sight at last...

An end in sight at last...