Pipeline
Unreal Engine, from zero to shipped
How we organized project, assets and builds for a small team without losing our minds.
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Everything we learned building Pombero: The Lord of the Night, in a single PDF. Unreal Engine pipeline, horror level design, and the decisions (and mistakes) we made along the way. Free, no fine print.
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Contents
Pipeline
How we organized project, assets and builds for a small team without losing our minds.
Level Design
The principles we used to build tension through playable space in Pombero.
Production
What we'd do differently if we started Pombero today, knowing what we know now.