Mizuki Environment – UE5 Stylized Fishing Game Level
Mizuki Environment is a stylized gameplay-focused level created for a fishing game project developed in a team setting. I was responsible for designing and building the full map environment, with a strong emphasis on readable gameplay space, composition, and player navigation.
The project was developed over one month in Unreal Engine 5. Props were sculpted in ZBrush, retopologized and UV-mapped in Blender, baked in Marmoset Toolbag, and textured using Adobe Substance 3D Painter and Designer. The final lighting, materials, and gameplay space assembly were completed inside Unreal Engine 5.
The goal was to create a cozy yet visually engaging fishing area that supports player interaction while maintaining a cohesive stylized art direction.
Beauty Shot
Flythrough
Asset Overview
Breakdown
A. Central Tree
The massive tree at the center acts as the main focal point of the environment. It was developed from concept by group member to final asset, with a strong focus on silhouette and stylized shape to support the overall composition of the level.
B. Leaf Creation
The leaves were created in Blender using the Data Transfer modifier to maintain smooth shading while keeping the geometry lightweight. This helped achieve a clean stylized look while remaining efficient for gameplay use.
C. Handpainted Foliage Texture
Foliage textures were handpainted to control color variation and shading. This approach helped maintain a cohesive stylized look and supported the calm atmosphere of the fishing environment.
D. House with Trip Sheets
The house was built using trim sheets to improve texture efficiency and maintain consistent detail across the asset. This workflow allowed faster production while keeping the stylized design consistent.
D. Particle & Effects Setup in UE5
Multiple effect setups were created inside Unreal Engine 5 to enhance environmental interaction. Starting from the default Fountain Emitter, I customized the system to generate water splashes, surface ripples, and falling leaves from the central tree. These particle effects help bring subtle motion and life to the environment.
Post Process Volumes were also implemented to adjust the visual atmosphere when the character is underwater, improving immersion and visual feedback during gameplay.
The ripple effect was created using a custom material setup and applied through the particle emitter to simulate water surface interaction. A separate foam material was developed to give selected meshes a soft water-edge appearance, enhancing shoreline and waterfall transitions.
The water material controls surface movement and depth, while a separate waterfall material creates the falling water effect to add motion
Mizuki Environment was developed as part of a collaborative fishing game project. The project initially began in Unity but was later migrated to Unreal Engine 5 to better support visual fidelity and real-time lighting workflows. The video below showcases behind-the-scenes development progress led by the project leader, highlighting the team’s production process.