In Mercuralia the player explores the colorful, expressionistic world of a festival. As the player progresses though the festival the day transitions to night and the ritual begins.

Mercuralia was the first game completed with Unreal Engine 5 designed with its particular lighting pipeline in mind. I was interested in combining realtime global illumination with a stylized, slightly dithered post-process. The textures are mostly procedural noise driven by per-object generated edge masks.

The style is inspired by the digital paintings I was making at the time where shape design and color takes precedence over surface details.

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Hollow Hills

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Undertide