How I'm Making a Stylized Ghibli-Inspired Game in UE4 (Optimized)

So, I’m working on making my game stylized with a Ghibli feel while keeping performance in check. Since I’m using Forward Shading, MSAA, and a procedural forest, I’ve been focusing on lighting, shaders, and asset optimization to get that balance between visuals and performance.


1. Nailing the Ghibli Look

Lighting & Atmosphere

  • Using a Directional Light with soft shadows to avoid anything too harsh.
  • Cranking up Indirect Lighting Intensity to keep shadows from being too dark.
  • Adding Sky Atmosphere + Exponential Height Fog to get that soft, dreamy depth.
  • Static objects get lightmass bakes to keep performance smooth.

Stylized Materials & Shaders

  • Built a toon-style shader with ramp shading to keep that hand-painted look.
  • Using a fresnel effect for rim lighting to give characters and objects some pop.
  • Less PBR, more gradient-based shading for that Ghibli softness.

Wind & Grass Animation

  • Vertex animation for grass and trees (no skeletal meshes).
  • Simple Grass Wind shader instead of physics-based wind for better performance.
  • Keeping trees optimized with LOD swaps and limiting heavy wind simulations.

Post-Processing Tweaks

  • Soft shadows + a bit of bloom & ambient occlusion for that painterly depth.
  • Using a LUT for color grading to match that warm, Ghibli-inspired palette.

2. Optimizing Performance (Without Killing the Look)

Rendering (Forward Shading + MSAA Setup)

  • SSR is off (don’t need fancy reflections for this style).
  • Lowered shadow cascades and tweaked distances to avoid wasting performance.
  • MSAA at 4x (not pushing it to 8x since it eats performance).
  • Using dithered LOD transitions so assets don’t pop in too hard.

Texture & Mesh Optimization

  • Keeping textures small but detailed where it matters.
  • Using texture atlases to cut down draw calls.
  • Meshes are low poly, but with stylized normals to keep detail without excess polys.

Foliage Optimization

  • Aggressive culling on distant foliage so it’s not rendering stuff that’s barely visible.
  • Imposters for background trees instead of full 3D meshes.
  • Opaque materials for grass and leaves to avoid overdraw issues.

Blueprint Performance Fixes

  • No unnecessary Tick events, everything is event-driven.
  • Object pooling for repeated assets (like particles, projectiles, etc.).

3. Keeping the Procedural Forest Optimized

  • Using Hierarchical Instanced Static Meshes (HISM) for trees & grass to cut down draw calls.
  • Level streaming so it only loads what the player sees instead of keeping the whole map in memory.
  • Simple collisions for foliage—no need for complex hitboxes.