BEST GAME ART ENVIRONMENT | SUBMISSIONS
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- rmagee
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- robinrainup
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Hello there!
I have made a castle and erdtree scene inspired by the game Elden Ring as my submission to Best Game Art Environment. More details in the video!



Project File (unreal, hda, hip, reference, render results):
https://drive.google.com/file/d/1e529Gb2WmTTOjXDZfgu5I5jwpftQyCsV/view?usp=sharing [drive.google.com]
Unreal Engine version: 5.6
I have made a castle and erdtree scene inspired by the game Elden Ring as my submission to Best Game Art Environment. More details in the video!
Project File (unreal, hda, hip, reference, render results):
https://drive.google.com/file/d/1e529Gb2WmTTOjXDZfgu5I5jwpftQyCsV/view?usp=sharing [drive.google.com]
Unreal Engine version: 5.6
Edited by robinrainup - July 8, 2025 19:35:33
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- LyohaSh
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Friends, I am glad to present my work for the Challenge.
I tried to create a special asset for artists so that when creating an environment they could use this asset to generate beautiful rocks with a waterfall. The idea was that the asset would do all the main work to generate the environment. The artist, in turn, would create only the main forms, as he imagines the future composition. I also understand very well that many artists who work on the environment are not very familiar with effects, so I tried to remove this moment from the pipeline. The artist does not need to go to the effects artist and ask him to make waterfalls for his environment. Waterfalls are created automatically based on the artist's sketches. I also tried to make many settings available so that the artist could create countless variations to his taste. This applies to the settings of the asset itself and the settings of the UE materials that are used in the asset. For the presentation, I generated several examples of the environment and tried to demonstrate different types of waterfalls so that you get the maximum idea of what things can be done.
I hope you like my work and find many useful and interesting solutions for yourself.
All materials in one archive 21Gb (UE5.5, .hip, .hda, manual, renders, references):
SideFX_Challenge.zip [drive.google.com]
I tried to create a special asset for artists so that when creating an environment they could use this asset to generate beautiful rocks with a waterfall. The idea was that the asset would do all the main work to generate the environment. The artist, in turn, would create only the main forms, as he imagines the future composition. I also understand very well that many artists who work on the environment are not very familiar with effects, so I tried to remove this moment from the pipeline. The artist does not need to go to the effects artist and ask him to make waterfalls for his environment. Waterfalls are created automatically based on the artist's sketches. I also tried to make many settings available so that the artist could create countless variations to his taste. This applies to the settings of the asset itself and the settings of the UE materials that are used in the asset. For the presentation, I generated several examples of the environment and tried to demonstrate different types of waterfalls so that you get the maximum idea of what things can be done.
I hope you like my work and find many useful and interesting solutions for yourself.
All materials in one archive 21Gb (UE5.5, .hip, .hda, manual, renders, references):
SideFX_Challenge.zip [drive.google.com]
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- NicTanghe
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- ShootingBLIND
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Hello,
My name is Mike Perzel, I am happy to present my submission for the Game Environment Challenge. My main goal for this project was to work on building a toolset for Unreal Engine, streamlining the environment creation process. I have built a handful of tools including a Greeble Generator, a Cavity Scatter tool, and a Building Generator. Some of the challenges came through optimizing, troubleshooting and problem solving my tools and workflows.
Thank you SideFX and Staff for the challenge, it was a lot of fun.
Here is a link to all of the files for the project including my videos:
https://drive.google.com/drive/folders/1zjWXN6ZA5kve91rq7RsbL4lkXpBKMWdp?usp=sharing [drive.google.com]
https://youtu.be/Tks5JfzOBg0 [youtu.be]
My name is Mike Perzel, I am happy to present my submission for the Game Environment Challenge. My main goal for this project was to work on building a toolset for Unreal Engine, streamlining the environment creation process. I have built a handful of tools including a Greeble Generator, a Cavity Scatter tool, and a Building Generator. Some of the challenges came through optimizing, troubleshooting and problem solving my tools and workflows.
Thank you SideFX and Staff for the challenge, it was a lot of fun.
Here is a link to all of the files for the project including my videos:
https://drive.google.com/drive/folders/1zjWXN6ZA5kve91rq7RsbL4lkXpBKMWdp?usp=sharing [drive.google.com]
https://youtu.be/Tks5JfzOBg0 [youtu.be]
Edited by ShootingBLIND - today 10:49:09
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- SoloLera
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Hi! That`s my Skywoods project. Since I`m submitting the idea for 2 different categories, the explanation will be splitted into 2 forum branches to respect the rules. Hope I`ll manage to follow the general line though

Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.
Scattered trees, and something looking like ground foliage.
Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.
From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.


Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.

Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.



From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.
Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
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