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Dead World: Safe Return – UE5 Environment & Lighting Study

🎮 Dead World: Safe Return

Solo Environment Project | Unreal Engine 5 | Lighting & Performance Study

Overview
This project was developed while participating in an Unreal Engine Lighting Bootcamp, aimed at putting real-time lighting theory and optimization techniques into practical application.

To test how these lighting setups perform within an active gameplay loop, I integrated the Third Person Shooter Kit 1.0, evolving the study into a fully playable solo survival prototype.

The main objective was to translate bootcamp learning into a visually immersive post-apocalyptic environment that balances dark atmospheric storytelling with strict runtime performance.

🔧 Level Design & Technical Integration

Core Gameplay Framework: Integrated TPS Kit 1.0 to establish solid player mechanics, combat flows, and interaction logic.

Environment & Zone Structuring: Designed diverse gameplay zones—including an abandoned refuge, town, warehouse, and safehouse—utilizing a strategic blend of Unreal Marketplace assets.

Character & AI Implementation: Retargeted custom character meshes using UE5’s Retargeting System; refactored zombie AI Blueprints and collision profiles for smooth gameplay interaction.

Interactive Systems: Authored custom Blueprints for interactive loot drops (weapon crates, resources, medical supplies) and dynamic trigger-based door systems.

💡 Lighting & Performance Optimization

Light Complexity Management: Rigorously controlled overlapping light radii to maintain Light Complexity within the optimal blue-to-green range.

Advanced Shader & Light Functions: Authored a custom flicker shader for dynamic flames and leveraged Light Functions to emulate Global Illumination (Fake GI), dramatically reducing stationary light reliance.

Dynamic Light Scenarios: Built dynamic trigger systems to disable outdoor/surface light sources when transitioning into underground/interior spaces, maximizing GPU efficiency.

Hybrid Lighting Workflow: Balanced real-time lighting with strategic baked elements to achieve photorealistic atmosphere within tight performance budgets.

📌 This project served as a comprehensive bridge between environmental art and technical implementation—deepening my understanding of lighting theory learned during the bootcamp, Blueprint scripting, and real-time game optimization.

💬 Feedback is always welcome. Thank you for viewing!