A powerful rendering pipeline
Book of the Dead demonstrates what is possible when using Unity 2018’s Scriptable Render Pipeline, which provides enhanced customizability of Unity’s rendering architecture, putting more control in the hands of the developers.
The project is built on the High-Definition Render Pipeline template which ships with Unity 2018 and various powerful customizations enabled by the SRP.
Making of blog series
Photogrammetry assets, trees, VFX
CG and VFX artist Zdravko Pavlov digs into creating the photogrammetry assets, trees, and the VFX used in Book of the Dead. Take a look at the thought process and workflow that went into creating such a stunning environment.
Julien Heijmans covers Megascans usage, wind system, scene building and content optimization tricks in Book of the Dead.
Unity’s demo team: the creators behind Unity’s most stunning visuals
A behind-the-scenes look at the Unity demo team, who are exploring and pushing the limits of what is possible to achieve with the Unity engine.
Georgi Simeonov goes behind the scenes of Book of the Dead. Explore the concept art and thought processes that the Unity Demo team went through when bringing this world to life.
Character and hero assets
Learn about the design and inspiration of ‘Screwie’ characters in Book of the Dead from Unity Demo team character/environment artist Plamen Tamnev.
Next level rendering
GDC 2018: Book of the Dead and Unity’s new HD Render pipeline—in-Editor demo at Unity’s Keynote.
Book of the Dead on PS4 Pro
Book of the Dead is an interactive demo that combines elements from both film and games. The trailer is representative of the actual gameplay experience. The environments are built in a way that allows the player to move around and explore.
Book of the Dead at Apple’s WWDC
Running in real-time on the MacBook and eGPU on the massive keynote stage screen at WWDC 2018.
Real-world environment assets
All of the natural environment assets in the demo are photogrammetry-scanned real-world objects and textures. The majority of them come from Quixel Megascans, a publicly available library of high-quality scanned assets, which is used widely by high-end game production and film VFX professionals alike.
For creating its own photogrammetry assets, the Demo team used the experimental Delighting Tool developed by Unity Labs in its workflow.
Pushing the envelope
Unity’s Demo productions drive advanced use of the Unity engine through autonomous creative projects. The team consists of experienced game professionals led by Creative Director Veselin Efremov, who writes and directs the demos and is responsible for their final look.
Focusing on graphics, the team explores and pushes the limits of what is possible to achieve with the Unity engine. The unique position of an internal team is that it is willing and able to take the risk—and pain—of basing entire productions at the bleeding edge of technological innovation.
Writer, Director, Art Director
Concept Art Director
Sr. Graphics Programmer
Plamen ‘Paco’ Tamnev
Lead 3D Artist
Plamen “Paco” Tamnev
Sound Design and Music
Additional Environment Art
Scanned Natural Assets
Additional Character Art
Motion Capture & Additional Animation
Special Thanks: Nikolay Toshev, Mihail Moskov
Requiem in D minor, K.626 (Lacrimosa)
Composed by Wolfgang Amadeus Mozart
Arranged and Performed by Aleksander Karshikoff
Unity Technologies R&D
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