Jellyfish Hole

Level Design, Materials, and Post-Processing

Engine: Unreal Engine 5


Planning

The goal of this project is to design a level that drops the player in an underwater hole for a visual & sound experience, and have them navigate a way out.


Design Process: - Artistic References - Jellyfish - Music - Early Maps - Blockout - Build the World - Decorate!

Artistic References

The centerpiece of this level will be a crowd of emmisive jellyfish, all equip with shaders that use sine waves to make them wiggle.

Here is an image of what said jellyfish could look like when done.

While he is cute, this quality could be hard to reach!

My 3D modeling will be done in blender, as it's accessible and has plenty of tutorials to follow.


---Jellyfish----

Below is the first attempt of the jellyfish base model. It's a simple model beause i wanted the unreal engine materials to do a lot of the heavy lifting.

Additional Progress...

Then I imported it into unreal engine and made the jellyfish material.

Got it to breathe here.

After another itteration...

& learning about panner nodes:

Now its time to re-do our Jellyfish model, his tentacles weren't doing so well...

Made sure to get some layering thickness on the tentacles.


---Music---

Here are the early drafts of the music! Because I have expereince with it, my overall goal was to have adaptive tracks as you progress downwards! I want to use a spline so I can progresses the music.

Screenshot of the production setup below

This is a more static example, this could be a theme before you enter the hole? Some pikmin inspiration was taken here, due to the natural setting and small creatures that live within the game.