A publisher demo focused on a procedurally assembled road through Utah-like canyon landscapes.
My work covered environment production, in-engine world building, and gameplay systems.
Environment sourcesMegascans + some of my own rock scans
Key systemsRoad fragment streaming + vehicle equipment crate
Note: Unlike HDC biomes, Phantom Road is not fully photogrammetry-based.
Most materials are Megascans, with selected rock assets coming from my personal scans.
What I did
Environment art & in-engine world building: composed and dressed the Utah canyon locations in Unreal Engine, focusing on readability, mood, and performance.
Procedural road fragments: built a system that loads randomized road/terrain segments (tile-based fragments) to create varied routes for the publisher demo.
Scan + Megascans integration: used Megascans for the bulk of the set dressing, and additionally integrated selected rocks/materials from my own scans for authenticity in key areas.
Random event set pieces: authored gameplay-driven incidents such as a car fire, burning shed, rockfall / blocked road, and other roadside hazards to sell unpredictability.
Niagara VFX & interaction: created an interactive foam fire extinguisher in Niagara, including surface response / splash-like behavior for convincing firefighting moments.
Vehicle equipment: implemented a functional trunk / equipment system for storing and using items during the drive.
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