Project

Foreverthought

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

Appendices

Creators

Anonyme Person

Audio

Musik

Sounddesign

Sound Editor

Anonyme Person

Art Direction

Character Design

Compositing

VFX

3D Animation Lead