Using both generated and real reference for the environment, I could start envisioning the environment for the scenes that was being planned.
After a lot of iterations of the script and the mood board, I moved onto making the storyboard. The storyboard, which was made from taking screenshots from the game engine, was vital in figuring out what graphic assets and workflows we would need to pull together for each shot.
I started setting up the landscape and foliage for the main environment of the Trailer. Even though this wasn't going to be a real-time, game environment, opimization was one of the big things in my mind from the very start.
GAEA is a great tool for creating custom, procedural land masses. It has a free version with some limitations so you can even learn to use it without any licenses.
Lighting, atmosphere was another major factor that I wanted to start addressing early on.
Making custom wind material function for the trrees. Because of the concept of the video, some trees were going to have wind while others don't.
Character model brought into the project for lighting and testing.
All buildings in the trailer were put together with a variety of modular assets.
Using Niagara and Chaos in Unreal engine for the destruction effect.
Davinci resolve has a robust, professional colour grading system.
The "Timewall" has gone through many iterations in its material setting to achieve the current look. Transparency and depth of field is still one of those difficult things to dial in correctly in a real-time environment.
Various particle, destruction, material effects were created with Niagara, Chaos, sometimes a combination of both.