Moving into Unreal: A New Creative Chapter
I’ve spent years working in photography and 3D visualization, obsessing over lighting, composition, and how to tell a story within a single frame. But there’s always been a "what if" in the back of my mind. Specifically: What if I could actually walk through these worlds?
This blog is me finally answering that. I’m diving into Unreal Engine to learn game dev from the ground up.
Why now?
CGI is about how a world looks, but game dev is about how it feels. I want to take everything I know about atmosphere and mood and see how it holds up when you add a layer of interactivity. It’s intimidating as hell, but that’s usually a sign that something is worth doing.
I chose Unreal because it speaks my language. The lighting and visual fidelity feel like home, even if the "game" side of things is a total mystery to me right now.
The Open Notebook Policy
To be clear, this isn't a tutorial series or some professional guide. I’m not an expert. This is just my open notebook, a place to log the wins, the technical headaches, and the inevitable mistakes.
Where I’m at right now:
One blank level.
One default character controller.
A massive list of things I don’t yet understand.
It’s the absolute beginning, and I’m keeping it that way on purpose. There is no pressure to build a commercial hit or a six-month masterpiece. This is just a place to experiment away from client work and see what happens when I hit "Play."
Expect some technical notes, plenty of lighting tests, and probably a few posts where I’m just trying to figure out why my camera is upside down.