
@RealBiomes Co-Founder Passionate about high end photorealistic visuals. Remaking the world with scans and procedurals :)
Quito, Ecuador
Joined November 2009
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- Following75
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At UnrealFest in Stockholm now - really excited about the new PCG and foliage tech.
If anyone wants to meet up, let me know :)
Jan Klasen retweeted
First bits of Nanite Foliage in UE5-Main today including Voxel distance representations, some quick testing the perf increase in my scene is insane, 2x fps and looks much more dense too!
62fps -> 119fps
77,376 20 milllion poly trees
#UE5 #UnrealEngine #NaniteFoliage
Jan Klasen retweeted
Canyon Desert
Lighting and fog with Ultra Dynamic Sky using physical based values for cloudy day Unreal Engine 5.6 Lumen with AO and Nanite
Contact shadows from sun. All is realtime no Pathtrace no RTX.
Desert Cliffs from Real Biomes
4k Youtube 👇
youtu.be/_M-pGUO2cSs?si=6AaC…
More details and some gameplay project below 👇
artstation.com/artwork/mAPXA…
@UnrealEngine @RealBiomes @ArtStationHQ @80Level
Jan Klasen retweeted
Some more testing 5 seconds of timelapse
Lighting and fog with Ultra Dynamic Sky using physical based values for cloudy day
Unreal Engine 5.6 Lumen with AO and Nanite
Contact shadows from sun
Desert Cliffs from @RealBiomes
More soon 👇
artstation.com/pscionti
@UnrealEngine @80Level @ArtStationHQ
Always happy to see pasquale in our feed :)
Was today talking with my cofounder about remaking our @RealBiomes desert cliff pack.
Maybe its time for a new scan trip =)
Some more testing
You could still get realism and more performance without using Lumen no raytrace and no dlss hitting 120fps 4k native on RTX4090
Lighting and fog with Ultra Dynamic Sky using physical based values for cloudy day
Unreal Engine 5.5.4 Nanite and SSR reflection
Distance field meshes with Ambient Occlusion and contact shadows from sun
Desert Cliffs from @RealBiomes
More soon 👇
artstation.com/pscionti
@UnrealEngine @80Level @ArtStationHQ
Jan Klasen retweeted
Presenter: "You can make importers from other things...", Me: "Yes!" 🤣. But how do you animate bones on the GPU right now? Is there a tool for that? DG maybe? The rest is very clear (i really like this guy's presentations btw, worth watching) #UE5
Jan Klasen retweeted
Since it's quite bananas that a lot of players still do not understand the economy behind game development, I thought it'd be best to just break down a real example of a really successful first-time developer who managed to make a deal with a publisher.
They released a critically acclaimed game that sold 2m copies at 20$. How much does the dev actually earn?
🧵THREAD: How Selling 2 Million Copies of Your Game Can Still Leave You Broke
Game dev economics are brutal. Let’s break it down.
You make a hit. You sell 2M copies. And you still can’t fund your next game. Here’s why: 👇
1. Your game cost $10M to make.
A publisher funded it. They also spent $2M on marketing.
So you owe them $12M before you see a dime.
2. You price the game at $20.
But let’s be real: most sales happen during Steam discounts.
Your average sale price ends up around $10.
3. You sell 2 million copies. Success, right?
Gross revenue = $20,000,000
4. Now subtract platform fees.
Steam takes 30%.
$20M – 30% = $14M left
5. Publisher takes first $12M to recoup dev + marketing.
You haven’t made a cent yet.
6. That leaves $2M to split.
Your deal is 70/30 — in the publisher’s favor.
You get $600K. They keep $1.4M.
7. Now subtract tools + taxes.
Engine licenses (~$15K)
Taxes (~50%)
You’re left with ~$292,500
8. So after selling 2M copies...
You, the dev, have ~$292K in the bank.
Your next game also costs $10M.
You’ve got 2.9% of that.
9. You made a hit — and can’t afford to go again.
This is the trap:
Success doesn’t equal freedom.
Not when platforms, discounts, recoup, revenue splits, and taxes eat everything.
10. Want to self-fund your next game?
Then your current game has to:
• Sell more
• Stay at full price
• Or be self-published
Anything else = the cycle continues.
11. TL;DR:
2 million copies sold
$20 million earned
$292,500 in your pocket
Dev life is way less glamorous than it looks.
Stay sharp. Stay indie (if you can). 💀
Jan Klasen retweeted
Still watching the grass grow.
It now slowly creates a soil layer wherever there's at least a bit of water. You can see the species change over time - they tend towards greener and leafier types as the soil improves. Works in reverse too - dried out soil turns back into sand.
Extremely cool use of @realbiomes by aharon!
I spent a bunch of my vacation having fun with @UnrealEngine and @Black_Eye_Tech Camera. While there are for sure places Unreal's VFX tools could use improvement, I feel like I (or probably someone more talented than me) could make a series or film with it. Here's what I'd make:
Jan Klasen retweeted
🏜️ 🥶 From a hot summer day to the freezing winter colds, our seasons tools allow you to instantly convert your Unreal scene to a beautiful winter landscape with a click of a button!🙌
#UE5 #UnrealEngine5 #gamedevelopment
Jan Klasen retweeted
🙌See our massive digital twin of Monument Valley! This epic Desert Cliffs biome comes fully equipped with everything you need to create your own landscape with incredible detail! Including the showcased 64sqkm example map! 🤩
#UE5 #UnrealEngine5 #gamedevelopment
Jan Klasen retweeted
🙌It's almost time for EPC2024! We will be talking about proceduralism in practice and some of the challenges that goes into creating large open worlds like seen in the clip! Stay tuned 💪
@everythingproc #UE5 #UnrealEngine5 #gamedevelopment #archviz
👀 Massive scale, incredible detail! Our Monument Valley inspired Desert Cliffs biome comes fully equipped with a 64 square kilometer example map, packed with details and epic compositions.
#UE5 #UnrealEngine5
I'm very happy to see our @RealBiomes work at #GDC2024 . Thanks to @fmodstudio
Come by the booth and check it out :)
We partnered up with @fmodstudio for #GDC2024 to showcase some amazing new audio tech in FMOD using our Scots Pine Forest!
If you are at GDC be sure to head over to their booth for a guided and incredibly immersive experience of our biome with insane sound! 🙌
Jan Klasen retweeted
👋Check out our Scots Pine Forest cinematic! Our Next-Gen 2.0 packages are fully featured, photogrammetry based environments for Unreal Engine 5.3!
#UnrealEngine #UnrealEngine5 #UE5 #lighting #realism #lumen #gamedev @UnrealEngine @80Level
youtu.be/Pb90_8bIbGA?si=ev0t…
Jan Klasen retweeted
👋 Check out our RealBiomes Seasons showcase! Easy one click winter/autumn with volumetric snow displacement, advanced tri-planar materials, particle effects and more!😎🙌
#unrealengine5 #ue5 #gamedev #gameart
youtu.be/nxDKIrcDJfc
Jan Klasen retweeted
For those attending Game Developers Conference this year, I'm giving a 60min technical lecture, "Nanite GPU Driven Materials"
schedule.gdconf.com/session/…
Jan Klasen retweeted
👋 Have a look at our beautiful cinematic for our Desert Cliffs biome!
Huge 64 square kilometer map, 3D scanned assets, 8K textures, procedural, life-like scale, everything you need to re-create Monument Valley in Unreal Engine 5.3🤘
youtu.be/Ui-8O9Iidj4
💡🤘 A quick breakdown of our main Scots Pine Forest biome example map! Quickly create your own with our easy to use BiomePainter solution 🙌
See more at: realbiomes.com/
#UE5 #UnrealEngine5 #gamedevelopment #archviz
@UnrealEngine @80Level



















