CEZAR VIRTOSU: Thank you, Dana.
Thank you, Dana, for the introduction and handling my name so graciously.
Hello, everyone.
I am very excited to be here and represent HexWorks,
our incredibly talented multinational team behind Lords of the Fallen,
our upcoming dark fantasy action RPG.
And today, we'll be sharing how Unreal Engine
5 has helped bring our highly ambitious and decidedly grim
vision to life.
Please enjoy.
[VIDEO PLAYBACK]
- Welcome to the Lords of the Fallen technical showcase.
Here at HexWorks, our goal has always been
to create the most immersive game experience possible.
Today, we're journeying to Skye Rest Bridge,
one of the game's early locations, to demonstrate just some
of the impressive ways Unreal Engine 5's state of the art technologies
have helped us deliver on this ambitious vision
for our upcoming action RPG.
We want players to feel fully immersed in our world
by playing as their own unique virtual persona.
To achieve this, we've used a combination of technologies,
including 3D scans of real people and UE5 zone character customization
tech.
Players can create unique faces and bodies
by dynamically morphing between a huge range of shapes
before finessing the finer details.
Our extensive selection of armor sets seamlessly
adapt to whatever shape the player chooses.
It's really important to us that we represent as wide a proportion
of our audience as possible.
Being able to customize your hero in Lords of the Fallen
is only the beginning.
Each and every one of our characters is incredibly detailed,
using high resolution textures.
Get up close to any surface in the game, like this tunic for example,
and detail texturing provides incredible levels of micro detail.
How these objects move and behave is also crucial for player immersion.
UE5'S Chaos Physics Engine facilitates advanced simulations
for clothes, chains, hair, belts, and a whole lot more.
This helps to substantially enhance the secondary motion
in all our characters, making their movements look much more lifelike.
The lighting in Lords of the Fallen takes full advantage
of Unreal's brand new Lumen GI.
We've been able to light our complex environments in real time,
meaning we can immediately see the effect of a light bounce,
for example, without waiting for the traditional slow baking processes.
Watch how the lighting reacts as we move our light source
around this environment.
Global illumination like this can be quite demanding on processing,
so we also make use of emissive shapes
to add additional details to the lighting of any space we can then
fine tune these light bounces on our Nanite meshes,
providing our world with impressive levels of detail
and minimal impact on performance.
Perhaps the most important element of Lords of the Fallen
is the ability to travel between two worlds,
the realm of the living, Axiom, and the realm of the dead, Umbral.
We've created our own custom toolset within UE5
that allows us to intricately craft these two environments side by side
and seamlessly swap between them.
This means our artists and designers can ensure these worlds feel
intrinsically linked, like two sides of the same coin,
even if one side is decidedly more horrific than the other.
On behalf of HexWorks, thanks for watching today's
brief tech presentation.
The twin realms of Umbral and Axiom await fearless adventurers
later this year when Lords of the Fallen launches
on PC and current gen consoles.
[DRAMATIC MUSIC]
[END PLAYBACK]
[APPLAUSE]