Personal Project Design and Overall Scene Concept
In Week 8, the course moved into the personal project design phase. Instead of focusing on a single technical topic, this week required combining what we learned in previous weeks, including Levels, materials, animation, physics, and lighting, into one complete project plan. My goal is to create a short animation that focuses on UE5 scene design with a game demo feeling. The project uses a character moving through the map to present the environment, rather than focusing on character performance as the main narrative element.
Project Concept and Motivation
I want to create a short animation that feels like a gameplay preview. The character continuously moves through the environment, with the camera following either a first-person or third-person perspective. The main focus is on spatial depth, lighting changes, and path guidance within the scene. This format is close to a real game demo and allows me to fully use UE5’s strengths in real-time rendering and environment creation.
Step 1: Reference Collection
For the scene theme, I chose a Chinese-style cave environment. This choice is not only based on visual preference, but also on spatial and atmospheric considerations. Cave spaces naturally have depth and rhythm, which makes them suitable for exploration-based movement. At the same time, Chinese-style elements give the scene a clear cultural identity and strong visual recognition.
In terms of atmosphere, the cave is not designed as a fully realistic natural space. Instead, it includes a degree of fantasy, such as exaggerated rock formations, decorative stone carvings, Chinese symbols, and lighting used to enhance a sense of mystery. This balance between realism and stylisation is more suitable for short animations and demo-style presentations.


Step 1: Sketch
