
Over the past week, I’ve been working quietly on one of OMEGA’s interior environments and, more importantly, on the lighting and rendering pipeline behind it. There are some proven lighting and environment techniques that you mostly see in larger productions. They are harder and more time-consuming to work with, and modern Unreal Engine workflows increasingly push developers toward newer, more demanding rendering solutions instead. For OMEGA, I wanted more control.
So I made some significant core-level engine changes and rebuilt parts of the lighting workflow around the needs of the game.
The result is what you can see in the new video.