Uploaded February 2022 | Updated September 2026, 3 weeks ago
The Fallow Mire was always a very interesting level from a lighting standpoint – very dramatic and moody atmosphere – and that giant moon hanging low in the sky gave quite an imposing effect.
Artstation: artstation.com/artwork/14wqmX
If you enjoy my content and want to help support the channel, you can buy me a coffee! 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.
This scene started to incorporate a lot of other more complex elements like the rain and the water ripples, along with more emphasis on the exponential height fog to capture a more artistic lighting environment. A combination of self-modelled and third-party assets were used, along with some Quixel Megascans for the ground and the trees.
The rain was a Niagara system using a physical mesh-based raindrop – expensive, but turned out pretty nicely for that spitting rain effect. The water was simulated in Blender using dynamic paint vertex displacement and then bought into Unreal Engine 5 using alembic geometry cache.
Extensive use of nanite here – although lumen was having a bit of trouble with the darker-lit areas of the scene – so some supplementing with point/rect lights were necessary in some cases, along with cranking up the indirect light bounces for the directional light. The moon was actually a nanite physical UV sphere with an emission shader – this allowed very fine control of the positioning and framing of the scene, while also allowing the sky atmosphere to react to the moon in 3D space. The clouds and fog were simply animated texture cards.
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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 #Lumen #Quixel #DragonAge
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Third party assets used:
"Medieval Wood House 2" (skfb.ly/o6JYU) by LucasPresoto is licensed under Creative Commons Attribution (creativecommons.org/licenses/by/4.0/).
"Thracian Woman Statue" (skfb.ly/6CMLH) by Senselab is licensed under Creative Commons Attribution-NonCommercial (creativecommons.org/licenses/by-nc/4.0/).
"Wall ruins - Fougères Castle" (skfb.ly/6nNDR) by noxfcna is licensed under Creative Commons Attribution-NonCommercial (creativecommons.org/licenses/by-nc/4.0/).
The Fallow Mire was always a very interesting level from a lighting standpoint – very dramatic and moody atmosphere – and that giant moon hanging low in the sky gave quite an imposing effect.
Artstation: artstation.com/artwork/14wqmX
If you enjoy my content and want to help support the channel, you can buy me a coffee! 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.
This scene started to incorporate a lot of other more complex elements like the rain and the water ripples, along with more emphasis on the exponential height fog to capture a more artistic lighting environment. A combination of self-modelled and third-party assets were used, along with some Quixel Megascans for the ground and the trees.
The rain was a Niagara system using a physical mesh-based raindrop – expensive, but turned out pretty nicely for that spitting rain effect. The water was simulated in Blender using dynamic paint vertex displacement and then bought into Unreal Engine 5 using alembic geometry cache.
Extensive use of nanite here – although lumen was having a bit of trouble with the darker-lit areas of the scene – so some supplementing with point/rect lights were necessary in some cases, along with cranking up the indirect light bounces for the directional light. The moon was actually a nanite physical UV sphere with an emission shader – this allowed very fine control of the positioning and framing of the scene, while also allowing the sky atmosphere to react to the moon in 3D space. The clouds and fog were simply animated texture cards.
***
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 #Lumen #Quixel #DragonAge
***
Third party assets used:
"Medieval Wood House 2" (skfb.ly/o6JYU) by LucasPresoto is licensed under Creative Commons Attribution (creativecommons.org/licenses/by/4.0/).
"Thracian Woman Statue" (skfb.ly/6CMLH) by Senselab is licensed under Creative Commons Attribution-NonCommercial (creativecommons.org/licenses/by-nc/4.0/).
"Wall ruins - Fougères Castle" (skfb.ly/6nNDR) by noxfcna is licensed under Creative Commons Attribution-NonCommercial (creativecommons.org/licenses/by-nc/4.0/).

![Building a Level in Unreal Engine 5! 🏔️ [UE5] #shorts
_Speed level design in Unreal Engine 5!_ #shorts
Part of my Dragon Age Inquisition in Unreal Engine 5 series - check out the rest of my channel for more!
Full video: https://youtu.be/tmg1qSyXRuo
OTHER VIDEOS YOU MIGHT LIKE:
▷ This is NOT REAL (its Unreal) Rain Garden Redux - https://youtu.be/dzShDXhCju4
▷ Building a Level in UNREAL ENGINE 5 - https://youtu.be/tmg1qSyXRuo
▷ Forest in a Bottle Project Breakdown - https://youtu.be/VVzmh-kvEdA
▷ One Year in Unreal Engine 5 - https://youtu.be/sd4qvI-tQoo
▷ A Walking Tour of Thedas: Dragon Age Inquisition in UE5! - https://youtu.be/UzC3wQoVcWc
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FOLLOW ME:
Instagram: https://www.instagram.com/lion_towers3d/
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UnrealEngine5 #UE5 #Quixel #DragonAge #Lumen #Nanite #Blender Building a Level in Unreal Engine 5! 🏔️ [UE5] #shorts](https://i.ytimg.com/vi/uTo9DLRMa5k/mqdefault.jpg)

![The True Scale of Balmora: Lore-Accurate Morrowind in UNREAL ENGINE 5! [4K]
I made Balmora in Unreal Engine 5 – at a more realistic and lore-accurate scale! Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions.
Balmora’s probably one of the more ‘standard’ cities in Morrowind, but it still has its charms. Tried to stay true to the original layout while expanding the spirit of the city. Very metropolitan, cultivated trees and courtyards etc…
For the other cities in this series:
Skyrim: https://youtu.be/bPm-RPKcLE4?si=A50yT3J7sVBPhCF8
Oblivion (Cyrodiil): https://youtu.be/RakQAS8_PZ4?si=9jqFUZSZe5BsWs5P
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
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Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Rendered out in Unreal Engine 5.8 Preview 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. TSR was used for anti-aliasing. Megalights for mass lighting.
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Music courtesy of Epidemic Sound.
Soundtrack: ‘The Norman Kings’, ‘Voice of the Sea’ – Bonnie Grace.
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FOLLOW ME:
Instagram: / @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#morrowind #elderscrolls
0:00 – Cinematic
1:31 – Walkthrough The True Scale of Balmora: Lore-Accurate Morrowind in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/vIXAS5p0J20/mqdefault.jpg)
![A Cosy Lore-Accurate Whiterun at Night | Relaxing Skyrim Snow Ambience | UE5 [4K]
Experience a cosy, snowy night in a lore-accurate Whiterun, running real-time in Unreal Engine 5. This 3-hour immersive Skyrim ambience is designed for deep sleep, focused study, or pure relaxation.
https://youtu.be/TnmyZVrClqg I had quite a few people asking for these over the years … so OK? Sure, why not? (Technically!) part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions. Although honestly, this one’s just purely for the vibes.
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
*
Rendered out in Unreal Engine 5.8 on an RTX 3090. Using a mix of third-party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections, Megalights for lighting.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
#elderscrolls #skyrim #ambient A Cosy Lore-Accurate Whiterun at Night | Relaxing Skyrim Snow Ambience | UE5 [4K]](https://i.ytimg.com/vi/vMIx3815WQ8/mqdefault.jpg)

![The True Scale of Bruma: Oblivion in UNREAL ENGINE 5! [4K]
Part of an ongoing project to visualise a more realistic and lore-accurate scale to Tamriel – so here’s Bruma – now with sixteen times the detail!
Bruma always had an interesting mix of Nordic and Imperial influence – probably the most Skyrim vibe of all these cities…
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.6.1 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. TSR was used for all 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.
Soundtrack: ‘Eternal Odyssey’ - Christoffer Moe Ditlevsen.
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #Oblivion #elderscrolls The True Scale of Bruma: Oblivion in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/wSRvjKydXUw/mqdefault.jpg)
![Forest Pools [UE5]
A sunny forest scene running in realtime in Unreal Engine 5.
Testing out Nanite foliage in Unreal Engine 5.1. Using a combination of custom assets modelled and textured in Blender, Megascans assets and trees, and assets from the MAWI Redwoods pack.
Using Nanite, Lumen for global illumination and reflections. TSR for AA. Rendered out using 16bit ACES.
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
*
FOLLOW ME:
Instagram: https://www.instagram.com/lion_towers3d/
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #UnrealEngine5 #forests Forest Pools [UE5]](https://i.ytimg.com/vi/wcUdXm3Oc0I/mqdefault.jpg)


![The True Scale of Chorrol: Oblivion in UNREAL ENGINE 5! [4K]
Lore-Accurate Imperial City: https://youtu.be/BeEBd4QNayk?si sCcbbIu7esgRzd3
Part of an ongoing project to visualise a more realistic and lore-accurate scale to Tamriel – so here’s Chorrol – now with sixteen times the detail!
Kind of a fairly basic city in-game, but the concept art was really interesting, with this double walled moat design going on – so tried to incorporate that into this version!
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If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.6.1 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. TSR was used for all 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.
Soundtrack: ‘Path to Salvation’ – Christoffer Moe Ditlevsen.
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FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #Oblivion #elderscrolls The True Scale of Chorrol: Oblivion in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/xwyU-Q99mQY/mqdefault.jpg)