



Lighting Breakdown
All lighting was done using Unreal Engine 5. The tavern features a warm, inviting atmosphere, illuminated by the fireplace and strategically placed torches. To enhance this comfort, I used a post-process volume and exponential height fog to introduce subtle purple hues, along with volumetric scattering to balance the warm tones. Lighting is carefully placed to highlight essential areas like tables and shelving, aiding player navigation. The foreground showcases these elements, while the middle ground includes the floor and walls, and the background adds depth with corners and upper shelves.
Inspiration was drawn from Disney's Tangled The Snuggly Duckling pub.

Lighting Only

Detailed Lighting View

Without Exponential Fog

With Exponential Fog
Troubleshooting

I was experiencing an issue with grainy shadows in my renderings. I found that by switching the anti-aliasing method from multi-sample anti-aliasing to temporal anti-aliasing and increasing the source radius in the light settings, I was able to significantly improve the quality of the shadows.
To address the issue of flickering lights in game, I found that turning off cast shadows effectively resolved the problem. While this adjustment may slightly decrease the quality of the shadows, it effectively resolves the flickering issue and improves overall gameplay.
Modeling
I am responsible for modeling and uv unwrapping the table and chair assets.
Surfacing by Erin Hall