Website powered by

Skyrim's Dragonsreach Reimagined

Team Greyjog was tasked with recreating a videogame enviornment within Unreal 5. We decided to recreate the main room of Dragonsreach in Whiterun from Skyrim. The repeated planks, boards, and set dressing allows for a high level of modularity. The room had to be an interactive 3D environment that allowed a player to walk through the environment. The models were created in a mixture of Autodesk Maya, zBrush, and Houdini. The textures were created in Substance Painter. All of the lighting and rendering was done in Unreal Engine 5.

Software Used:
Unreal Engine 5, Autodesk Maya, Houdini, Substance Painter, Adobe Photoshop

Team Greyjog:
Walker Register, Amanda Golla, Jenna Emshoff, Zach Hillard

Digital still of the main hall. This shot was one of the main shots we used to compare our building to the original.

Digital still of the main hall. This shot was one of the main shots we used to compare our building to the original.

Reverse shot of the main hall. We had to mix the fire light and the roof light so that neither overpowered the other.

Reverse shot of the main hall. We had to mix the fire light and the roof light so that neither overpowered the other.

Entrance shot of the front area. The game had a strange green ghost light in the center of the room that took a long time to get correct.

Entrance shot of the front area. The game had a strange green ghost light in the center of the room that took a long time to get correct.

Offset reverse shot of the main hall. The roof beams were very complex. The ceiling took many tries to get correct.

Offset reverse shot of the main hall. The roof beams were very complex. The ceiling took many tries to get correct.

Side table shot. This shot needed to be a subtle darker contrast to the bright warmth of the center of the room.

Side table shot. This shot needed to be a subtle darker contrast to the bright warmth of the center of the room.

Corner table shot. The lighting of this area was extremely difficult to get correct. The area needed to be just light enough to see without taking from the main lights.

Corner table shot. The lighting of this area was extremely difficult to get correct. The area needed to be just light enough to see without taking from the main lights.