"A strange device rests deep in the frost, torn between two distant realities"
This scene features a robust FX setup utilizing distance field masking, tons of custom particles, and displacement-heavy ground and prop materials.
I utilized many facets of Unreal Engine 4 including blueprint, sequencer, and heavy use of dynamic material instancing. Optimized for Real-Time Usage.
Software Used: UE4, 3DS Max, Substance Painter, and Photoshop