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Dam of Oasis - Tech Art Personal Project



As a World of Warcraft player since 12 yo, I got strong fascination to landmarks in the vast world of Azeroth. 11 years after my first touch, I made this project in UE4 to challenge myself on a desert scene I have never tried before. Inspired by Stonewrought Dam in Loch Modan, I made this project in a way similar to recreate the three words that Dam brought me in WOW Classics:


Awe, Giganticity, Wonder


Tech Art Breakdown of <Dam of Oasis>


(My figma board walkthrough from concept to done)


A 2-week project - Learning by doing

  • The time scope of this piece only lasted two weeks

  • Because it is a piece of Technical Environment trial, I did not spend too much time designing individual assets

  • Most time is delegated to designing the pipeline, refining ways to build a vertical slice of an Environment

  • Pipeline is later carried over, revised, and served as the main stylized pipeline for my current title Sorelle.


Terrain - Another Gaea victory

  • I used Gaea (you can also use WorldMachine) for the base environment where the pond lies.

  • I imported a quickly drafted map, and found a good spot to place my camera. I started off making the angle from there


Cel Shading - Simple and easy

  • There isn't a character in the environment, but to make the pipeline I did imported my favorite character from Persona 5, Futaba, to the game to test out the cel shader

  • Cel shading has depth pass so I applied cel shading only to characters.

  • Getting characters in game early can help scale the scene better

(Similar cel shader as the one I am using for Sorelle)

(Futaba is put in)


Water Shader - A UE4 approach

  • After researching for a while, I used a water shader to create the "wavy" effect to add life to the game.

  • It sets up the tone for the pond, and becomes the "ground" of the dam

  • Shoreline blends the edge of water plane with the beach

  • Normal sections controls the wave of water. I used a fire heat map for this one

  • Fun fact: UE5 does not have a tessellation node, so wave function is only in this project.

  • Anther fun fact: UE5.3 brought the node back.


(I honestly don't like UE4's comment node...but I will go with it for now)

(Water Material Instance with its full functions)


Textures - Simple ways to modularly design scene

  • Nothing much to say about texture since it is the same way I did pretty much all my unreal projects.

  • Vertex Color Paint is used on the wall to add "broken" effect and "Stains" easily

  • Cliffs have their own texture, because I designed them in ZBrush and put a "top to bottom gradiant" in texture.


Plants - Wavy desert grass

  • Although there shouldn't be much plants in a desert, putting some water-plants would be adding details to the ponds so its better than nothing

  • Grass has a basic gradient for base color, with world position variations

  • There is a slight wind effect to give a "lively" feeling


(Grass Shader overview)


Dust particles - quality of life features

  • niagara particles spawned some dust in the sky

  • If you pay attention to the angle in video, around the grass there will be more concentrated flying particles in response to the "wavy" design

(Particles are visible in some angles)


Breakthroughs - what were the biggest moments

  • When I first made the greybox, the perspective just looked, wrong. But finally when I toggled the camera to include a wider angle, things started to look right

  • A wall will be very boring from the looking-up angle. So I searched concepts that have "enormous statues" and see their thoughts. I tried making the wall into a "upside down cone" instead of straight up and down planes, the dam looks much more awe-bringing.

  • In order to make the helmet on Dam look big, I tried 3 different kinds of helmet models. this one in particular won my love because it simply looks like a paladin helmet. The silhouette is all that matters and it really brought us the effect.



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