Feedback wanted: Materials & Lighting review for TCG card game

Hi folks,

I’m looking for some feedback (see video link above) on my first pass at creating some card art effects for a digital card game I’m making. I’m a noob in the process of learning unreal’s lighting and materials in general. My goal is to implement some cool card art that people would like and be attracted to. I feel like I have a really cool game design and it’s been play testing really well but I’m a total noob at making assets in unreal so I’m trying to conquer that barrier right now and your feedback is greatly appreciated!

Suggested feedback topis:

  • Any initial feedback, criticisms, suggestions, etc?
  • How does my lighting look? Is it integrating with the material okay?
  • Any suggestions on what to do with my lighting to make card art color pop more?
  • Does my parallax/depth effect look decent so far?
  • Any performance concerns or suggestions if I wanted to put say 20-40 of these cards on the screen at once? I literally just got this working as a POC and am still learning so I haven’t even experimented with real performance yet.

This was my first pass at creating:

  • Materials in general
  • Multi layer parallax effects
  • Holographic card effects
  • Emissive effects

Details:
So I implemented a multi layer parallax using a bunch of chopped up PNG images. Some for the foreground and some for the background. Then I give them each a different depth value via modifying the UVs. And I merge them all together using a bunch of Lerps, multiplies, and adds and then plug it into my material’s Base Color.

My material is using Shading Model Clear Coat. I created a background mask using a micro-normal clear coat roughness technique I found online. It’s resulting in data being plugged into the material’s Normal, Clear Coat, Clear Coat Roughness, and Roughness.

I was also able to create a glitter effect that I plugged into the material’s Emissive Color node. I don’t love it, but it’s a cool effect that I may be able to improve upon.

Overall things don’t look super clear and it’s probably a combination of my PNG images being low quality and me being an unreal noob and me being a complete lighting noob. I’m still learning lighting… Card technical cart inspirations for my game are Hearthstone, Marvel Snap, Pokemon TCG. I really like the way art pops off Marvel Snap cards.

Lighting:
I feel like my lighting isn’t quite right, so any suggestions there are greatly appreciated. Here is a quick overview of what I’m doing with lighting and I have no idea if these is remotely correct or way off. Note that my RectLights are pretty high up but I zoomed out so you can see where they are positioned. Size wise, my RectLights are very large, way larger than those white cubes I put to show you where they are located. Please note that the graphic you see on here is temporary and not real art work. I just wanted to put some color on the board in the background of the cards themselves while I develop the materials. I don’t have any real art work yet.

Please note:
I’m focused purely on the technical art right now. I don’t have any real art so everything you see is placeholder art for the purpose of learning how to make materials and effects in unreal engine. I’m a bit of an unreal engine noob so I’m learning as I go here so ignore all art assets for now and just focus on the technical side of unreal engine, materials, etc.

Any feedback, criticisms, or suggestions are super welcome. Thank you!

1 Like

Looks good so far. The hologram is pretty cool.

I agree the overall lighting is kinda flat. Looking at the pic, you can could definitely adjust the falloff types of the lights so they aren’t super bright at the edges of the screen.

Also either try to do with less lights, adjust specular down, or avoid spheres on the board. The 5 coronas in that dark sphere are kinda distracting. :sweat_smile:

Yes good call. So those objects on the board are all temporary just while I play with lighting. I just put a few random cubes and spheres that are metallic (reflective) and rough (non reflective) while I learn lighting. I guess now that I have my first working card I could delete those :smiley:

Yeah so I read that Rim lights help highlight the edges of the cards. I’m not sure if I need or even want those :-\ they look weird from that zoomed out camera angle because I basically have them very low almost on the table which is why the light hits so hard (because the RectLight is actually very large).

Do you have any rule of thumb recommendations for lighting for a top down board game or card game sort of situation? I tried a few different things and I’m not really sure what to do. Just trial and error at this point. I originally tired just putting one really big RectLight direction above the board but it didn’t look right. That’s why I ended up changing to this lights all around the board situation that I have now. I’m also considering turning shadows off completely. I like the shadows in Hearthstone and Pokemon TCG pocket. But games like Marvel Snap and Slay the Spire don’t have shadows at all and they look great too.

So with Hearthstone the light that creates a shadow comes from the top right. In Pokemon TCG pocket the light that creates the shadow comes from the top center. But with how well these games are lite that doesn’t seem to be the only light source. I’m just not sure how to create a proper light source :-\

It looks like I can set this for each RectLight. So if I wanted to mimic Hearthstone for example I could turn off shadows for all lights except the top right light :-\ I’m not sure if that’s correct or if my 5 light setup is even remotely close to what I want in the first place.

Screenshot 2026-01-21 at 1.47.40 PM