Uploaded May 2022 | Updated September 2026, 3 weeks ago
Given that I started this series last year wayyy back in Unreal Engine 5 Early Access – thought I’d take the chance to go back and re-render out some scenes with the full release of UE5.
So much has changed and a lot of the bugs and issues that I faced with the EA version are gone – and honestly – it’s so refreshing to not have to fight the engine every step of the way any more! It genuinely feels like now being able to use both hands after having months of having one hand tied behind your back.
Not to mention that I’ve just gotten better and more confident using the Engine overall – so I’ve also re-touched (remade?) some of the elements in the scenes with what I know now. Featuring Windwalker Echo – the character from the ‘Lumen in the Land of Nanite’ Unreal Engine 5 reveal trailer that came out 2(!) years ago now.
This is for my ‘Thedas Magic Mystery World Tour’ where I’m re-creating ... spiritual re-imaginings in the form of little cinematics from the game Dragon Age: Inquisition (originally Frostbite 3) in Unreal Engine 5! Mostly because it’s a more fun way of learning UE5 and getting the hang of the new features like Lumen and Nanite.
Again, this serves a technical demo of sorts – to try out the new features of Unreal Engine 5 (mostly Nanite, Lumen and Temporal Super Resolution) and give people a taste of some varied environments that might be possible in next-generation games using UE5.
Here’s the to journey so far…!
***
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original. This is more to showcase the advances in technology that Unreal Engine 5 and next-gen game engines can provide - and honestly also just for fun!
***
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#UnrealEngine5 #UE5 #DragonAge
0:00 The Exalted Plains
0:18 Emprise du Lion
0:26 The Exalted Plains
0:33 Emprise du Lion
0:49 The Hinterlands
0:58 The Hinterlands
1:12 Emprise du Lion
1:27 The Hinterlands
1:35 The Fallow Mire
1:44 Emprise du Lion
Given that I started this series last year wayyy back in Unreal Engine 5 Early Access – thought I’d take the chance to go back and re-render out some scenes with the full release of UE5.
So much has changed and a lot of the bugs and issues that I faced with the EA version are gone – and honestly – it’s so refreshing to not have to fight the engine every step of the way any more! It genuinely feels like now being able to use both hands after having months of having one hand tied behind your back.
Not to mention that I’ve just gotten better and more confident using the Engine overall – so I’ve also re-touched (remade?) some of the elements in the scenes with what I know now. Featuring Windwalker Echo – the character from the ‘Lumen in the Land of Nanite’ Unreal Engine 5 reveal trailer that came out 2(!) years ago now.
This is for my ‘Thedas Magic Mystery World Tour’ where I’m re-creating ... spiritual re-imaginings in the form of little cinematics from the game Dragon Age: Inquisition (originally Frostbite 3) in Unreal Engine 5! Mostly because it’s a more fun way of learning UE5 and getting the hang of the new features like Lumen and Nanite.
Again, this serves a technical demo of sorts – to try out the new features of Unreal Engine 5 (mostly Nanite, Lumen and Temporal Super Resolution) and give people a taste of some varied environments that might be possible in next-generation games using UE5.
Here’s the to journey so far…!
***
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original. This is more to showcase the advances in technology that Unreal Engine 5 and next-gen game engines can provide - and honestly also just for fun!
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #UE5 #DragonAge
0:00 The Exalted Plains
0:18 Emprise du Lion
0:26 The Exalted Plains
0:33 Emprise du Lion
0:49 The Hinterlands
0:58 The Hinterlands
1:12 Emprise du Lion
1:27 The Hinterlands
1:35 The Fallow Mire
1:44 Emprise du Lion


![Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]
An appendix of the stragglers from my lore-accurate Skyrim video series, compiled together for easy viewing! Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions. Timestamps below.
This was me going back through the drafts and finishing some videos that I started ages ago, but eventually abandoned because they were either too small or too obscure and didn’t make sense to do a video on each – but some were kinda interesting and (surprisingly) I did get a few specific requests to do some of these, so here you go!
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Rendered out in Unreal Engine 5.6-5.7.2 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. TAA was used for anti-aliasing.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound. (See original videos for soundtrack titles!)
*
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#UE5 #Skyrim
0:00 – Rorikstead
1:58 – Forgotten Vale
3:19 – Ivarstead
5:22 – Karthwasten
6:52 – Dragon Bridge Skyrim’s Towns are BIGGER than You Think! Lore-Accurate Scale in UE5 [4K]](https://i.ytimg.com/vi/WIEEV1ctioQ/mqdefault.jpg)




![I remade a Dragon Age Level in Unreal Engine 5: The Crow Fens Pt.2 in [UE5]
And we’re back! I haven’t touched this Dragon Age Inquisition in Unreal Engine 5 series in a while – so on we go for the new year! I thought it was nice to go back to the first cinematic I did for this and do a slightly different part – further back as you walk into Ghilannains Grove in the Exalted Plains.
A combination of Quixel Megascans assets, MAWI assets and personal modelling make up this scene.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
This is for my ‘Thedas Magic Mystery World Tour’ where I’m re-creating ... spiritual re-imaginings in the form of little cinematics from the game Dragon Age: Inquisition (originally Frostbite 3) in Unreal Engine 5! Mostly because it’s a more fun way of learning UE5 and getting the hang of the new features like Lumen and Nanite.
With everything I’ve learned using UE5 in the past … wow – seven months? Hard to believe the early access has only been out for less than a year – I’ve gone back and optimised the workflow – all the little tips and tricks that Unreal 5 brings to the table – including all the bugs and quirks of Nanite and Lumen!
Speaking of quirks - this is the early access build so there are definitely plenty of hurdles - like Lumen GI and reflections not fully supporting translucent materials - and RTX effects not playing very nice with Nanite - things that should be fixed with the final release ... All things considered though, its been really fun to get to play with such new technologies - cant wait for the full release!
***
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Dragon Age Inquisition - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original.
***
FOLLOW ME:
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Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UnrealEngine5 #UE5 #Lumen #Quixel #DragonAge I remade a Dragon Age Level in Unreal Engine 5: The Crow Fens Pt.2 in [UE5]](https://i.ytimg.com/vi/X80oR1u8k6g/mqdefault.jpg)
![Cliffside Terrarium in UNREAL ENGINE 5 - Forest in A Bottle [UE5 Preview 2] Nanite, Lumen
A little indoor rain garden terrarium featuring a slice of cliffside, rendered in real-time using Unreal Engine 5 Preview 2, using Nanite for meshes and Lumen for global illumination.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
So! First project I’ve done in the new Unreal Engine 5 Preview 2 – finally got my old projects imported and all the shaders compiled … This was done using Nanite and Lumen – and gotta say – vast improvements across the board – especially with foliage and translucent surfaces now being supported by Lumen! The new TSR AA is also very nice and crispy – compliments the high detail that Nanite brings to the table.
A combination of self modelled assets and Quixel Megascans, along with a re-done, higher resolution water sim using Blender dynamic paint vertex displacement, exported out as an alembic geometry cache. Scenes like this in particular are always useful as a test bench of sorts for new features – is very contained, but high detail so you can really test and fine-tune settings and try to push boundaries where you can!
Still a few kinks to be ironed out though – some bugs with the movie render queue for starters… but overall, it seems to be shaping up nicely for final release! If you liked this video, check out the rest of this series!
***
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#UnrealEngine5 #UE5 #Lumen #Nanite #Quixel Cliffside Terrarium in UNREAL ENGINE 5 - Forest in A Bottle [UE5 Preview 2] Nanite, Lumen](https://i.ytimg.com/vi/XDU2yYbJc6Y/mqdefault.jpg)
![A Monument to Hushed Whispers: Museum Arch-Viz in Unreal Engine 5 [Nanite, Lumen]
An interior arch-viz museum scene in Unreal Engine 5.
There was a very specific mood I was trying to capture with this piece which is hard to articulate: the sense of grandeur and awe in your chest when you walk into a cathedral; the stillness and hyperfocus of an empty museum; the way that even plain marble can come alive in the right lighting – hard to put into words – easier to show I suppose… hence … this.
This also doubled as an advanced test for Lumen – UE5’s real-time global illumination – this was all dynamic lighting – no bakes – utilising a combination of spotlights, area lights and emissive materials. Tricky to light a scene when its the GI that’s doing the heavy lifting – but Lumen handled it like a champ. Compositionally, chiaroscuro was the name of the game – it was fun to play around and find the most dramatic lighting possible for each statue to capture the story and the overall vibe of each piece.
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#UnrealEngine5 #UE5 #Lumen #Nanite #Blender #Quixel
Lion Crushing a Serpent (https://skfb.ly/68s9T) by Rigsters is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Statue Panthere - Anspach fountain (https://skfb.ly/6xvKU) by Geoffrey Marchal is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Statue of Emperor Trajan (Tower Hill, London) (https://skfb.ly/6sUQO) by nate_siddle is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
Albert Memorial Europe Statue (https://skfb.ly/6Z9uJ) by artfletch is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Tolerance Statue (https://skfb.ly/6ryZw) by 3dhdscan is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). A Monument to Hushed Whispers: Museum Arch-Viz in Unreal Engine 5 [Nanite, Lumen]](https://i.ytimg.com/vi/Xhm6u39sP2I/mqdefault.jpg)
![Mass Effect: Omega in UNREAL ENGINE 5! [UE5] [4K]
A small section from the lawless, hollowed-out asteroid city space station ‘Omega’ from Mass Effect, remade in Unreal Engine 5.0. This is a fully dynamically lit scene – no light bakes – using Nanite for the meshes and Lumen for reflections and global illumination.
This wasnt based off any specific scene from the game itself - rather the overall atmosphere of the cities on Omega - and it primarily serves as a chance to demo and showcase the latest, official stable version of UE5, given I was curious how the gameplay elements would handle a complex, fully dynamic world - and so far - it seems pretty solid with only minor hiccups!
At this point I dont think its been confirmed yet that Mass Effect 4 (5?) is going to be in UE5 - but ... maybe? Hopefully? Dont quote me on that.
A good chunk of assets I modelled and textured using Blender; other assorted supplementary set pieces came from Quixel Megascans, the Kitbash3D Neo Cities pack and Epic Games Marketplace content ‘Soul City’. Character from the Paragon pack ‘Lt. Belica’.
In terms of performance, this was running on an RTX 3060, with the gameplay section running at 60fps on the ‘High’ quality setting in native 1080p (upscaled to match the cinematics) and the cinematic sections were rendered out in the ‘Cinematic’ quality setting at native 4K (deferred rendering).
If you enjoyed this content and want to see more - please consider giving me a like and subscribe!
Please NOTE: I am not affiliated with Bioware in any way. This is a FANMADE cinematic tech DEMO inspired by Mass Effect- it is not a remaster - it does not use any assets from the game itself, and as such, does not - and is not supposed to - match up one-to-one to the original. And its definately not a publishable game!
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#UnrealEngine5 #MassEffect #UE5
0:00 Cinematic
1:22 Gameplay Mass Effect: Omega in UNREAL ENGINE 5! [UE5] [4K]](https://i.ytimg.com/vi/XzPK-DpoP1M/mqdefault.jpg)