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Mines of Moria in UEFN

The goal of this project was to explore whether it's possible to create a high-fidelity, non-stylized environment in UEFN while strictly adhering to the platform’s performance and memory constraints. I wanted to see how far the tools could be pushed when aiming for a cinematic "film look" rather than the traditional Fortnite aesthetic.
I chose to interpret the Lord of the Rings IP to test these limits. While not a frame-for-frame recreation, my focus was on capturing the iconic lighting, mood, and scale of Moria. To achieve this, I developed custom modular sets and heavily modified Megascans and marketplace assets to ensure they were as performant as possible. It was a rigorous exercise in balancing creative ambition with the technical realities of real-time optimization.

LOTR in Fortnite!

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By using the primitive stats you can find asset use and polycounts. Use this to prune your scene of uneeded objects and to find what assets need reduction.

By using the primitive stats you can find asset use and polycounts. Use this to prune your scene of uneeded objects and to find what assets need reduction.

Click Texture Stats in same window and you will be able to see what textures and sizes are loaded. Use this to prune and reduce texture size

Click Texture Stats in same window and you will be able to see what textures and sizes are loaded. Use this to prune and reduce texture size

To optimize high polycounts I like using the simplify tool in the modeling tools. This way you can see how the optimization looks in context of the level.

To optimize high polycounts I like using the simplify tool in the modeling tools. This way you can see how the optimization looks in context of the level.

For textures you can right click on the texture and use texture source actions->Reduce size.  This way you will bring the project file memory down as well as the loaded island memory.

For textures you can right click on the texture and use texture source actions->Reduce size. This way you will bring the project file memory down as well as the loaded island memory.

Right click on your level to find the options to Migrate your map to another new clean project

Right click on your level to find the options to Migrate your map to another new clean project

Using the base fortnite shader you are able to use the detail texturing to push fidelity into your assets

Using the base fortnite shader you are able to use the detail texturing to push fidelity into your assets

Base layer of shader, detail layers, then decals on top

Base layer of shader, detail layers, then decals on top