Virtual World
Jun 23, 2024
Building Immersive Virtual Worlds: Our Unreal Engine 5 Workflow
A behind-the-scenes look at how Gamenic crafts photorealistic virtual environments using Unreal Engine 5, Nanite, and Lumen for enterprise clients.
Unreal Engine 5 has fundamentally changed what’s possible in real-time visualization. Since adopting UE5 as our primary engine for virtual production, we’ve delivered projects that would have been impossible just two years ago all running at interactive frame rates.
Nanite, Epic’s virtualized geometry system, has been a game-changer for our architectural visualization work. We can now import film-quality 3D scans with millions of polygons directly into our scenes without the painful LOD optimization process that used to consume weeks of artist time.
Lumen, UE5’s global illumination system, deserves special attention. For our enterprise clients particularly in automotive and luxury goods accurate lighting isn’t just nice to have; it’s mission-critical. Lumen gives us physically accurate bounce lighting and reflections in real-time, eliminating the need for pre-baked lightmaps that locked our scenes into static configurations.
Our workflow typically begins with concept art and mood boards, moves through grey-box prototyping in UE5, and then enters a refinement phase where our material artists, lighting TDs, and environment artists collaborate in real-time using Multi-User Editing. This collaborative approach has reduced our production timelines by 35%.
We’ve also built a custom suite of Blueprints and editor tools that streamline common tasks specific to our project types automated camera path generation for virtual tours, interactive material switching systems for product configurators, and one-click deployment to WebGL, VR headsets, and large-format LED walls.
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