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A world building and lighting project inspired by Blade Runner 2049 in Unreal Engine 5

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🌆 Blade Runner 2049 – Environment Study (Unreal Engine 5)

A cinematic environment project built in Unreal Engine 5, inspired by the visual language and atmosphere of Blade Runner 2049.
This project explores scale, isolation, and architectural oppression through lighting, composition, and controlled color palettes.

The environments are designed to communicate emotion visually, with minimal reliance on props or narrative elements.


🎯 Project Intent

The core intent of this project is to portray human insignificance within monumental spaces.

Key themes explored:

  • Isolation through scale
  • Silence and emptiness as narrative tools
  • Architectural dominance over the human form
  • Mood driven primarily by lighting and atmosphere

Each scene is composed to feel deliberate, restrained, and oppressive rather than decorative.


🛠️ Technical Overview

  • Engine: Unreal Engine 5
  • Rendering: Lumen (Global Illumination & Reflections)
  • Lighting: Fully dynamic lighting setup
  • Camera: Cinematic Camera Actor
  • Post Processing:
    • Strong color grading
    • Volumetric fog
    • Controlled contrast and exposure

🌫️ Scene Breakdown

1. Monumental Interior Space

A vast architectural chamber defined by repetition, symmetry, and vertical scale.

  • Emphasis on geometric rhythm and depth
  • Human silhouette used purely as a scale reference
  • Directional light carving through darkness to guide the eye
  • Minimal material variation to reinforce sterility and oppression

Archives

This scene establishes the tone of authority and insignificance.


2. Desert Wasteland

An expansive exterior environment dominated by a monochromatic orange palette.

  • Heavy atmospheric perspective to create depth
  • Strong silhouette readability against the horizon
  • Minimal environmental detail to reinforce loneliness
  • Scale conveyed through negative space rather than objects

SunsetWalk

This scene focuses on emotional emptiness rather than visual complexity.


3. Sculptural Forms in the Wasteland

Large abstract sculptural figures framing a distant human subject.

  • Faces act as architectural forms rather than characters
  • Foreground framing used to compress and isolate the subject
  • Atmospheric separation to layer depth
  • Composition designed to feel surreal and unsettling

Wideshot

This scene pushes the project toward a more symbolic and artistic direction.


📸 Renders & Cinematics

All renders and animated shots are captured directly from Unreal Engine using Movie Render Queue, with no external compositing.

The focus is on:

  • Clean silhouettes
  • Intentional framing
  • Slow, deliberate camera movement

🧠 Key Learnings

  • Lighting and exposure can communicate mood without complex assets
  • Scale is most effective when contrasted against a single human reference
  • Fog and atmosphere are essential for selling depth in large environments
  • Restrained color palettes create stronger emotional impact than high variation

🚧 Project Status

✅ Environment layouts finalized
✅ Lighting and atmosphere pass completed
✅ Cinematic cameras established


📁 Repository Notes

  • Large assets managed using Git LFS
  • Standard Unreal Engine 5 project structure
  • Project optimized for cinematic presentation and visual fidelity

⚠️ Disclaimer

This is a fan-inspired environment project created for educational and portfolio purposes.

All visual inspiration is drawn from Blade Runner 2049. No official or proprietary assets are used.


“Scale tells the story when words are absent.”

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A world building and lighting project inspired by Blade Runner 2049 in Unreal Engine 5

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