Farron Keep Perimeter

I did my best to match the scale and feeling of the original scene.

The modular assets that make up the whole level. Combined with cheap broken versions, material changes and vertex painting.

A preview of some of the various PBR visualizations of the environment.


This project is my recreation of Dark Souls 3 in Unreal Engine 4. I picked an area that interested me and I modeled, textured, and did all the lighting in the level.

While playing this game I have continuously been amazed by the detail and style of the environment artwork. I realize that they do this through clever use of efficient modular assets.

My goal was to create this with about 90% accuracy to the original game assets and about 10% added or slightly altered pieces and my own ideas. I created it as if it were a small section of a much larger world like it is in the game.

I placed a high emphasis on efficiency such as UV space, substance files and reusable textures.

All particle effects are modified versions of those provided by Epic.
This is fan art. No copyright infringement intended.
Darksouls™ 3 & ©2016 BANDAI NAMCO Entertainment Inc. / ©2011-2016 Fromsoftware, Inc.


Personal Project


Real time/ optimized game environment


3ds Max, Unreal Engine, Quixel Suite, Substance, Zbrush, Speed Tree