Foreverthought
An Unreal Engine and Houdini Environment
Foreverthought is a cinematic environment built in Unreal Engine, depicting a brutalist stronghold slowly overtaken by a sentient mycelial presence. Set in the world of Rathos, the scene blends architecture with organic growth to explore themes of memory, erosion, and quiet transformation.
Procedural mycelial systems were created in Houdini, with kitbash assets used to construct the environment in Unreal. A custom MetaHuman, textured in Substance Painter, anchors the scene’s narrative.
If you want to read more about our world: https://www.worldanvil.com/w/blood-and-blade-ecl1psed
Credits
Audio
Karl Bene - Score and Sounddesign
Graphic Design
Daridova Dominika - Logo Intro
Coaching
Jakob Christensen
Assets:
Kitbash 3D: Brutalist Architecture, Pipe Systems
Fab: MW Landscape Auto Material by MAWI United
Character Animations: Mixamo
Quixel: Metahuman
SideFx: Project Grot
Particle Asset: https://www.freeiconspng.com/img/35075
Lattner Simon: Vent Asset
Concept Worldbuilding - Rathos Team
- Bretbacher Elijah
- Guebel Fabio
- Ponweiser Christof
- Lattner Simon
- Winter Johanna
Special Thanks:
Luiz Cruz
Fabian Sonnleithner
Philip Wersonig
Philipp Pöllitzer
to all my classmates