Restricted: Sublevel Quarantine

This project was heavily inspired Metro games and by Clinton Crumpler's iconic subway tunnel work, which pushed me to explore what I could achieve in a similar environment while focusing on specific technical challenges in Unreal Engine 5.
The concept centers around a government-operated underground quarantine facility , emergency personnel retreating into the city's abandoned subway infrastructure as a last measure against a rapidly spreading virus. The goal was to tell that story purely through environmental detail and atmosphere.

Technical Highlights
Megalights were a primary focus of this project. With hundreds of lights active throughout the scene, I was pleasantly surprised by how well performance held up , the results speak for themselves in terms of atmosphere and light quality.
Nanite Displacement with Texture Blending was another key challenge. All tunnel walls and floors use Nanite displacement materials combined with mesh paint texture blending, where the mask painting is stored directly in the virtual texture of the mesh. Despite the complexity, the scene maintains excellent performance ,something I wasn't sure was going to be possible at this scale.
Finally, a big personal goal was asset pack integration, taking assets from multiple different packs and blending them so seamlessly that nothing feels out of place. Achieving a cohesive, unified look across mixed sources is something I find genuinely challenging and rewarding to pull off.
Credits: Meshingun Studio, Dekogon, Megascans,FreshCan asset packs were used in this scene. If i missed some feel free to reach out.
Special thanks to Mihai Nicula for his help and feedback especially some really great tips on optimization.
https://www.artstation.com/niculamihai

In the early days of the outbreak, government agencies activated Protocol TERMINUS, the emergency relocation of essential personnel to pre-existing subway and tunnel infrastructure. What started as a temporary measure became something else entirely.

Realtime Engine Footage

Master Material

Master Material