web analytics

Titan Fall Rise

Scene Overview

Break Down:

*Note: Click a Break Down Title to jump / Click that Title to return*

  1. Reference

  2. Modularity

  3. Models & Textures

  4. Movement

  5. Lighting

Software Used:

  • Unreal
  • Maya
  • Headus UV
  • Photoshop
  • Quixel SUITE
  • Substance Designer
  • Substance Painter


Original concept by Josh Dunnam.

Rise is one of my favorite Multiplayer Maps from the First Person Shooter Titanfall. This map is very cramped and narrow to navigate for both Titans and Infantry.

Reference transitioning to re-creation


Modular design is essential when building 3D environments and this scene is no exception, there are many reused pieces within the scene.  I made sure that each piece snapped and fit appropriately to each other during the blocking-out faze.

Modular Layout

3.Models & Textures

All the models in this scene were created in Maya & UV’d usings Maya’s Tool & Headus UV. I added extra geo on some models (i.e. curvature of Fan_A) but aimed to replicate the poly-count of most models.

The workflow for texture creation for the models went as follows: Normal, ID & AO maps were made in Quixel. These maps were imported into Substance Painter to bake out: World Space Normal, Curvature, Position & Thickness maps. Substance Painter was used to author: Albedo, Roughness & Metallic maps. The final maps that were exported for use in Unreal were: Albedo, Normal & RMA; RMA is a channel pack of Roughness, Metallic, & AO. When used the Opacity maps were channel packed into the Alpha Channel of its Albedo map. Most textures were exported at 2K with a few exceptions (i.e. Panel_C & Fan_A) always keeping the power of 2 in mind.

Substance Designer was used to author the tiling textures, channel packing maps were used again when exporting from Designer for use in Unreal.













Movement adds life to a scene. Objects moving in the scene include: rotating fan blades, dynamic lighting, steam particles & swaying cables. 

A second camera was placed on the left side to best capture all this movement. The fans on the right are working vigorously at a high RPM to eject steam from within the bowels of the facility. A black cable bundle near the center is pushed around from all this vented steam. The standard RPM of the left fans contrast all the movement coming from the right side.

“It’s alive!”


Lighting was baked in Unreal to replicate the concept. Cooler lights were placed near the foreground and progressively increased in warmth nearing the opening in the background. 

Warm dynamic point lights were placed below the fan blades to convey warmth exuding from deep within the ducts.