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THE SILENT OUTBREAK

THE SILENT OUTBREAK is a personal project focused on post-apocalyptic environments, aiming to closely match the quality of major studios while utilizing extremely limited hardware—even for using Unreal Engine 5, which was the primary software used in these scenes, both for concepts and 3D environments.

For two weeks, I searched for dozens of references from The Last of Us environments to analyze and understand the techniques used, including noise effects, chromatic aberration in highlighted areas, global lighting with HDRI, and strategically placed lights throughout the scene. The Last of Us has something very simple yet present in almost the entire game, which is the Dither-Punk rendering mode that simplifies less important areas, giving them an old film effect. Although my Dither-Punk material is not as sophisticated, I believe I achieved some success. Reference used: (https://www.artstation.com/artwork/d051Nw).

An abandoned avenue.

An abandoned avenue.

The building at the end of the avenue a few hours later.

The building at the end of the avenue a few hours later.

This reference shows the side with and without the effects of chromatic aberration, noise, and Dither-Punk used in these scenes. This is an exaggerated example to illustrate and make it easier to understand.

This reference shows the side with and without the effects of chromatic aberration, noise, and Dither-Punk used in these scenes. This is an exaggerated example to illustrate and make it easier to understand.

References used to understand the techniques used in the game The Last of Us.

References used to understand the techniques used in the game The Last of Us.