[WIP] Gasoline Alley - The Gate
10/12/26 Update

10/12/26 Update

10/12/26 Update

10/12/26 Update

10/08/26 Walkthrough

Custom Base Materials

Custom Base Materials

Building/Roads Materials Process.

Tileables and trim sheets from Substance Designer and Painter, layered in UE5 with my world space weathering system that breaks up the tiling across the whole kit, followed by a decal pass.

World space weathering lives in the master material, and is driven through instance parameters: Soot and dust balance, runoff, damp wicking, ground splash height, corner accumulation, and much more.

Building_Facade_01 Kit.

Building_Facade_01 Kit.

Building_Facade_02 Kit

Building_Facade_02 Kit

World space weathering handles breakup between tiling kit pieces without the need for manual vertex painting, allowing for rapid iteration when building.

WIP Street Props

WIP Street Props

Painted materials support per-instance colorization of a packed paint mask map.

Painted materials support per-instance colorization of a packed paint mask map.

UtilityBox_Large_01

UtilityBox_Large_01

UtilityBox_Large_01

UtilityBox_Large_01

Bollards Kit

Bollards Kit

Initial Blockout

Initial Blockout

Initial Blockout

Initial Blockout

Initial Blockout w/ Portal Lighting Scenario.

Initial Blockout w/ Portal Lighting Scenario.

[WIP] Gasoline Alley - The Gate

A back alley environment inspired by Gasoline Alley in Bend, Oregon, where I gathered the photo reference on location. The scene is a reimagining of an older personal project, rebuilt from scratch in UE5. At the end of the alley stands a gear-shaped gate that opens onto a second version of the same environment, trading this night scene for daylight and different weather on the other side. It's a threshold between two states of one place, built so both sides read as the same alley in different moments.

Beyond the piece itself, this project is aimed at establishing a scalable environment creation pipeline that I'll eventually use during development of my game, Project FlowState. I'm hand-authoring nearly everything including building kits, props, power infrastructure, roads, base materials, shaders, lighting, and the base environment design. Tileables and trim sheets are authored in Substance Designer and Painter, covering aged brick, painted stucco, board-formed concrete, and painted metal.

The buildings are driven by a hybrid trim sheet, where surface breakup is handled by a world-aligned material system I've been developing. Weathering is projected in world space, so it flows unbroken across kit piece boundaries. A height blend settles grime into the mortar, corner dirt samples the global distance field, so inside corners formed by two separate kit pieces read as one continuous surface. Brick and stucco are two instances of a single master, diverging only on parameters.

The overhead power infrastructure is modeled as a separate reusable kit with three-phase transformer banks, cutouts, arresters, and crossarm framing, with wire spans driven by spline meshes and a shared World Position Offset function for sway.

More artwork