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PROJECT PROPOSAL

SKILLS TO BE IMPROVED

SOLO PROJECT

- Unreal Engine 5 proficiency

- Optimised 3D assets

- Tileable textures

- Creation of shaders

- Skybox textures

- Environment composition

- Lighting in UE5

PROJECT OVERVIEW

This project is designed to increase my skill when it comes to creating 2D textures, along with developing shaders and skyboxes in Unreal Engine 5. Along with this, I will also be strengthening my 3D asset creation skills and merging them all into an asset pack. This pack is to be published on Fab, with a trailer video shot in an included demo environment.

PITCH

As for what field I want to get into after graduating, I would like to get into the role of a 3D artist, particularly in regards to environments.

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After researching through countless job listings and accounting for both my goals and the time I will have allocated for this project, I have decided that creating and publishing an asset pack will be in my best interest.

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​The theme around this asset pack is going to be centred around a beach. A reason behind this theme is so that I have a reason to learn how to develop water shaders in Unreal Engine 5.

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Something low on my skills and needing to be improved is creating 2D textures. For this reason it will be beneficial for me to create tileable textures to be used by Unreal Engine's landscape tool.

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Another asset I will be including is a skybox. Because of my low skill in 2D textures it is advantageous for me to spend more time creating them and a skybox is a good way to tie the asset pack together in an environment.

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Since this is a 3D asset pack, I'm going to need some 3D assets. Choosing the beach theme helps me with the scope of the project. Since I will be spending a large portion of time making shaders and other 2D textures, It is wise to only stick to a handful of assets. Because it is set on a beach, an environment often seen as just sand with a few rocks and trees, I can still make it look good even with only a few different assets. These assets will include 2 palm trees, rocks, a bush and a couple of seashells.

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Only creating a small amount of assets will give me time to optimise them too. This means I will create LOD's for each of them. This is something I haven't created for assets before and is common within larger games, making it a wise decision to dedicate time learning about the workflow.

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Creating a demo environment using all of the assets will also be a key learning point for me. I have done a lot of asset creation but I haven't spent nearly enough time actually putting together an environment. This makes a demo environment the perfect opportunity for me to learn and demonstrate my knowledge of environment composition. Not only this but it gives me a scene to make a trailer for the asset pack in to help with appeal and publicity.

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Once all of this is done, I will be publishing this asset pack on Fab. Since this is going to be tailored to Unreal Engine, it makes sense to publish the project where you would normally go when looking for assets to use in UE5.

CHOOSING THE PROJECT

Something that is often talked about is how you should 'specialise' when trying to land an artist role in the games industry. In a blog post by James Taylor about specialising in a field, he highlights the talent strategy and how it 'is based on your skill-set – in other words, focus on what are you good at!' (Taylor, 2016) This was the key in helping me decide what project to go with. Originally I was going to try and branch out my skills into animation and 3D characters. Seeing how helpful it is to specialise in a field, however, along with my current portfolio being all about environments and hard surface objects, it would be good for me to specialise in environments instead of going for a more generalist approach. That is why I will be making an asset pack.

Another reason for my decision to specialise in environment art is to do with the number of jobs there are for environment artists. The credits for the game split fiction, seen above (Split Fiction Credits - MobyGames, 2025), show just how many more environment artists were needed compared to character artists. This trend is very similar across other games, and also for job listings, with there being a considerable amount more environment roles than character roles in game credits.

SKILLS TO LEARN

Above is a list of dot points of requirements from multiple different job listings in regards to 3D environment artist roles. These listings were all within the last month, making them extremely relevant with how I should structure the project. The highlighted dot points were all skills that I am not proficient at but were all extremely common throughout the job listings. This meant it would be smart to do something within Unreal Engine 5 and shows off my ability to create shaders, textures, and 3D assets.

ART STYLE

I have decided to create the asset pack with a 3D anime stylised aesthetic similar to something like Legend of Zelda: Breath of the Wild, or Genshin Impact. As evident in the image above, that aesthetic is in demand on Fab as it shows up in popularly rated packs, and people pay a lot of money for this type of style (Fab, 2025). There is a rise in popularity of JRPG's in western culture (Bell, 2023), with the hits like Genshin Impact, Wuthering Waves. Both are known for their highly aesthetic art styles, learning how to create art similar to that would look desirable to employers.

OUTCOMES

If all goes with the scope of the project, I will have a polished asset pack published on Fab containing the following:

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- Palm tree, rock, and seashell assets containing LOD models

- Water shaders with player interactivity

- A custom skybox

- Tileable textures for terrain

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If things are to go awry and I won't be able to complete everything on time, I have plans in place to reduce the workload. Firstly I would scrap the LOD models, they would be nice to learn the workflow for, however they're the lowest on the priority and so they will be the first to go. Secondly, I would reduce the number of trees down to 1. Doing only 1 will bring the variety in the environment down but I will still be able to learn most things with just one tree.

REFERENCES

Bell, L. (2023, March 28). We’re in a Second JRPG Golden Age. The Escapist. https://www.escapistmagazine.com/second-jrpg-golden-age

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Fab. (2025). Fab. Fab.com. https://www.fab.com/sellers/So%20Stylized?sort_by=-averageRating

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Split Fiction credits (Windows, 2025) - MobyGames. (2025). MobyGames. https://www.mobygames.com/game/238381/split-fiction/credits/windows

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Taylor, J. (2016, October 3). Want to become a game artist? Specialize! - METHOD: J. METHOD: J. https://www.methodj.com/become-a-game-artist

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