Dragon Age Inquisition in Unreal Engine 5 - A Fanmade Cinematic Demo Series

I’ve been getting a lot of comments and DMs about doing tutorials. This is … not … that. Good tutorials are hard, OK? And I wouldn’t feel super comfortable trying to teach people when I’m still learning and getting a grip of UE5 myself … So. How about a speed-build of a scene set to some relaxing airport jazz instead?

This scene in particular is one of the dragon-infested-colosseums in Emprise du Lion – specifically the last one: ‘Leontine’s Ring’. Some artistic license was also taken to give it an increased sense of grandeur and scale – also to give Lumen a bit more to play with in terms of atmosphere.

This is sped up of course – in non-flashtime, this took just over one hour to put together. Although, it should be said that this is specifically only the environmental build itself – there’s a lot of the process that this doesn’t show – mostly because I forgot to record it and also because building material shaders and UV unwrapping models for two hours just isn’t that interesting. Although maybe you’re into that – I dunno. I don’t judge. Point is – there was a lot of legwork before even beginning a scene like this.

This scene is mostly kitbashed from Quixel Megascans and Epic Marketplace content – although there’s a sprinkling of my own personal modelling and a smattering of re-textured free models that I’ve come across online.

I’ve left this mostly un-edited – so you’re going to see plenty of mistakes and some questionable design and layout decisions every now and then – because that’s the reality of it – no matter how good you are – mistakes happen. I like that saying: ‘Make your mistakes early and quickly’. But also don’t be afraid to try things out. Hey – maybe it’ll actually work! Granted – this scene is designed for a very specific purpose – a cinematic – so it’s more akin to a movie set than a proper game level – the workflow for the latter would be much less … chaotic. But then again – that’s part of it – you have to know your output and not waste time getting bogged down in details that no-one’s ever going to see.

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