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Atlantis of Sands - Level Art, Lighting in Unreal Engine 5

"In the near future, a photogrammetrist hired by a VFX studio is sent to scan natural elements in the Yemeni desert. After being alerted to the distress of one of his colleagues, he falls into a hole and finds himself trapped in an unknown place. Plunged into darkness, using his tools, he realizes that this place is more intriguing than it seems..."
This game is about an archaeological exploration of an ancient city inspired by the legend of Iram. The player is deprived of his senses and is plunged into total darkness. In order to find his way and explore the city and its potential dangers, he must rely on his LIDAR scanner.

The core gameplay of our game revolves around using a topography scanner that enhances the player's senses to navigate the environment. This environment follows unpredictable patterns that push the player toward madness. The player's objective is to overcome obstacles (environmental puzzles) and find an exit to survive and escape this space using a LiDAR scanner.

During out 3nd school year, we were set in a 12 people group to create a video game ourselves.
I've been leading the level art and compositing, as well as the lighting render of the game in Unreal Engine 5 !

Play here ! → https://yulnah.itch.io/atlantis-of-sands