Wesley Arthur has been working on an Unreal Engine 4 map based on Rockstar Games’ Bully game, and released a couple of screenshots from its finished version. As Wesley noted, he recreated the boys’ dormitory environment in Unreal Engine 4 in order to ‘demonstrate my prop art skills as a part of my Masters degree at Sheffield Hallam University.’ This map gives us an idea of what a next-gen version of Bully could look like, so be sure to check them out if you are fans of that particular game. Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Looks phenomenal. This guy should have no trouble finding a job in the industry!
but he won’t… most AAA companies don’t care about Talent for PC gaming and will most likely give this guy a answering the phone job.
Console games use Unreal Engine 4, too. Apart from knowledge of the engine he’s presumable modeling all the junk that populates the scene.
Even if he doesn’t get a job on a UE4 game, he would still be able to model and texture for other engines by porting his work from his 3D modeling/ texturing programs. Cloud Emperium could probably use him!
And even if no gaming studios pick him up he could always get into modeling and rendering for some visualization studio – they do everything from commercials to marketing. He’ll be fine.
oh I know UR4 is said to be the most flexible engine to date… but so far for optimized games the winner in my eyes is the Fox Engine 🙂
I don’t know which engine I like best. It depends on the team of artists and programmers to get the best out of it. Optimizing is typically something that is done on a per-game basis, depending on what the developers want the game to do or look like 😛
Great work by Wesley.