I Have a Substack!
I set out to replicate the organic, vertex-painted terrain systems in games like Tunic and Death’s Door in Unreal Engine 5. This breakdown covers my process of transitioning from simple lerps to optimized, stylized shaders using World Position and Customized UVs.
Here is how I built a stylized water shader in Unreal Engine 5, starting from depth based color blending to animated foam and caustics. Inspired by games like Windwaker and Palia, this post breaks down how I used panner nodes, refraction, and caustics to bring an environment to life.
During a recent game project, I developed a custom spline tool to help our designers quickly place environment assets and paths. This breakdown covers the transition from a simple mesh-spacing blueprint to a continuous mode for seamless road generation.