ELIOTT ERTA
← 3D & CGI

School Project / Virtual Reality / Game Development · Team of 3

Reborn After Fear

Unreal Engine 5 — VR Exploration Game

Metro platform — in-game environment

02 — Project Overview

Reborn After Fear is a virtual reality exploration and investigation game developed as a three-person school project using Unreal Engine 5.

The experience follows Samuel, who awakens in a disturbing environment with no memory of what happened to him. As he investigates his surroundings and interacts with key elements, he must uncover the truth behind his situation, confront his fears and face a terrifying reality.

The project focuses on environmental storytelling, exploration and intuitive VR interactions, taking players through distinct environments including a hospital, catacombs and a metro setting.

Developed under the fictional student studio name Némésis, the game required extensive artistic research, environment creation, material development and technical optimization to deliver an immersive experience within the performance limitations of our available hardware.

Software Used

Fictional studio: Némésis

03 — Game Concept

An exploration and investigation experience built around simple movement and interactions with key environmental elements. Players progress by examining their surroundings, discovering clues and gradually unraveling the story.

04 — Game Environments

The experience takes players through a hospital, catacombs and a metro setting. The in-engine captures below show the metro and catacombs environments.

Metro

Metro platform — in-game environment
Metro station — entrance stairway

Catacombs

Catacombs — candle-lit burial chamber

05 — Art Direction & Visual Development

Moodboards, reference research and hand-drawn level sketches established a coherent identity for the hospital, catacombs and metro environments.

Catacombs — moodboard, references and color palette
Hospital — moodboard, references and color palette

Level Layout Sketches

Metro station — level layout sketch
Catacombs — level layout sketch
Hospital room — level layout sketch

06 — Assets & Materials

A selection of props and assets modeled, sculpted and textured for the game's environments.

Environment props — signage, camera, lighting fixtures and doors
Environment props — vending machine, bin, restroom door and metro map
Environment props — camp tent, communal sink and toilet
Environment props — seats, safety sign, flashlight and maintenance items

07 — Development & VR Optimization

The project was developed in Unreal Engine 5, with VR integration and testing through SteamVR.

The production combined hard-surface and organic modeling, sculpting, procedural material creation, environment building and visual development.

Performance optimization was a central challenge. Working with limited hardware resources, the team had to carefully balance visual quality and real-time rendering performance to make the experience suitable for virtual reality.

Lumen was explored and used selectively in parts of the project, rather than being applied throughout the entire experience.

Jira and Trello supported task management, production planning and collaboration throughout the development process.

08 — Team & Credits

Studio Némésis logo — by Guillaume Renaud

Team

  • Eliott Erta
  • Clément Chevallier
  • Guillaume Renaud
Studio
Studio Némésis — a fictional student studio identity created for this project.
Logo
Guillaume Renaud

A school project developed by a team of three students — not a commercial release.

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