Mirror's Edge is one of my favorite games of all time. It has a timeless visual aesthetic because of a beautiful colour palette and detailed lighting. Considering the game was made in UE3, I thought I would be able to try recreating one of my favorite levels in UE5.
I started by going into the game and downloading a free camera mod, using this to get pictures for me to use as references and create a photogrammetry scan of the level. This allowed me to make sure the scene I was creating was faithful to the original in its scale and asset placement. I made a greyblock from there then started on making assets.
My intentions were to mimic the art style and aesthetic as much as I could while also adding more detail and more assets to the scene to make it seem more lively. The original level was fairly barren, so with modern hardware I wanted to push it a bit more. The scene heavily uses Lumen GI and reflections and is very reliant on it, mirroring how the original game was very similar in using the baked GI to achieve its look, but with the added benefit of doing in real time.
I used Nanite for certain assets where I felt high density poly counts improved the visual quality of the game. The fences, cranes and some rubble were the main assets I used Nanite for. I've made the mistake before of overusing Nanite but I think with this approach I've been able to use it in a efficient way.
It performs really well in the viewport, on my system I can run it at 1440p, 30fps with all the ray traced effects on and TSR enabled. This seems pretty fair for a modest mid range system like mine with a 3070 in it.
This took a little while as I wanted to ensure I could showcase all of my abilities with texturing and modelling a variety of assets and I think I've showcased that well.
I made nearly 90% of the assets myself with a few being assets I downloaded from Sketchfab, but I still retextured them and adjusted the topology to make it performant for the level.
Highlight reel of the scene
Showcase of the flag material