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Bloodborne - Cave to Hemwick Charnel Lane

This is a work inspired by Bloodborne.

I personally modeled the cliffs using in-engine Modeling, sculpted the landscape, placed 3D meshes and foliage, set up day and night lighting, and post-processing.

Created in Unreal Engine 5.3 using Nanite and Lumen.

Used objects and materials from Necropolis - Graveyard Set, Quixel Bridge, and standard Unreal Engine assets.

Final view of the scene. 
Player starts at the bottom right of the screen, crosses a flimsy wooden bridge, passes through a swampy area, and enters a cave.

Final view of the scene.
Player starts at the bottom right of the screen, crosses a flimsy wooden bridge, passes through a swampy area, and enters a cave.

I wanted to depict a clear path for the player to this cave, so I added a trail and planks across the swampy water

I wanted to depict a clear path for the player to this cave, so I added a trail and planks across the swampy water

I love thoroughly designing locations, so I figured out how streams of water would flow down the slope, eroding graves, and gather in the lowland, forming a swamp with foul odors and nasty insects

I love thoroughly designing locations, so I figured out how streams of water would flow down the slope, eroding graves, and gather in the lowland, forming a swamp with foul odors and nasty insects

Video with a camera flyover

I also prepared a daytime version. 
I wanted to maintain a gloomy atmosphere by adding a touch of melancholy. The lighting from lamps and swampy fumes had to be made slightly colorful to be more noticeable.

I also prepared a daytime version.
I wanted to maintain a gloomy atmosphere by adding a touch of melancholy. The lighting from lamps and swampy fumes had to be made slightly colorful to be more noticeable.

Concept art of the game Bloodborne, which served as a source of inspiration. Then my imagination took over, and the landscape became much more complex.

Concept art of the game Bloodborne, which served as a source of inspiration. Then my imagination took over, and the landscape became much more complex.

Blockout was created at the start to better understand the shapes and sizes of the cliffs.
I also needed to determine if there would be enough space to place a swampy area near the entrance of the cave.

Blockout was created at the start to better understand the shapes and sizes of the cliffs.
I also needed to determine if there would be enough space to place a swampy area near the entrance of the cave.