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Costa de Azahar: A Mediterranean Synthesis

 

This evocative collection captures the multifaceted essence of the Spanish eastern coast through a series of cinematic vignettes. Titled "Costa de Azahar," the set navigates between timeless traditions and modern lifestyles, blending the serenity of ancient hill towns and artisanal pottery with the dynamic energy of professional cycling and coastal driving.

 

The narrative moves from the iconic silhouette of Peñíscola’s fortress at dawn to the intimate warmth of a chef’s kitchen and the sun-drenched moments of family life on the shore. Each frame is characterized by a sophisticated play of light—ranging from the dusty sunbeams of a craftsman's workshop to the vibrant purples of a kitesurfer's sunset. This series explores the Mediterranean identity not just as a location, but as a balance between heritage, nature, and the pursuit of a refined, quiet life.

 

These images were generated using Artificial Intelligence.

 

Rendered in Unreal Engine 5

Costa de Azahar: A Mediterranean Synthesis

 

This evocative collection captures the multifaceted essence of the Spanish eastern coast through a series of cinematic vignettes. Titled "Costa de Azahar," the set navigates between timeless traditions and modern lifestyles, blending the serenity of ancient hill towns and artisanal pottery with the dynamic energy of professional cycling and coastal driving.

 

The narrative moves from the iconic silhouette of Peñíscola’s fortress at dawn to the intimate warmth of a chef’s kitchen and the sun-drenched moments of family life on the shore. Each frame is characterized by a sophisticated play of light—ranging from the dusty sunbeams of a craftsman's workshop to the vibrant purples of a kitesurfer's sunset. This series explores the Mediterranean identity not just as a location, but as a balance between heritage, nature, and the pursuit of a refined, quiet life.

 

These images were generated using Artificial Intelligence.

 

Animation of casting a skill in the game. It looks impressive in 3D.

 

This is a fanmade minigame of the Zakum Party Quest which includes the El Nath village, mine / cave maps, and the lower level of Orbis Tower. The fan-made game was developed by RYU Russell along with team members: Kaytiz, Baseok, Farewell, HalfEar, dding_one, & See_N. Link to the release video is here: www.youtube.com/watch?v=XhBkTzHaIcc Sadly the game download links were taken down due to copyright issues. It is unfair that a totally free fan-made work of art was taken down. The level of the production and design is extremely professional and amazing for what a few immersed fans can create.

 

In this minigame, you are able to use both a mock 2D side-scrolling camera of the 3D environment or a third person 3D view to play depending on the map's environment. You may kill monsters using various skills for money and potions, buy items in shops, and complete the Zakum boss fight.

 

The original game that this fan-made version is based of off is Maplestory, a free-to-play 2D side scrolling MMORPG (massively multiplayer online role-playing game), which was developed by Wizet, a South Korean company, that was bought by Nexon their publishing company. The original game released in 2003 for Korea and Japan with their entrance to the North American market occurring in 2005. Its unique art style and memorable soundtrack gives a warm feeling of nostalgia to old players.

 

This photo is in 3D parallel view. More Instructions for viewing 3D images: www.3dphoto.net/text/viewing/technique.html

 

Stereo Viewer for all my photos: jongames.com/stereophoto/

Category: Level Design Games | RealTime Vr

Tool: Autodesk 3ds Max | SpeedTree | Unreal Engine | Adobe Photoshop

Project link: www.horde-core.com/projects/morning-moon

Category: Level Design | RealTime | VR | Cave | Landscape

Tools: Speedtree | Unreal Engine | 3d rocks from Epic Games

Youtube: youtu.be/2jVEDU9ULd0

Project link: www.horde-core.com/projects/the-cave/

A simple concrete pavilion with lots of triangular angles. The initial concept was a triangular form emerging from the woods and rest kind of evolved from there.

 

Modeled in Sketchup, real-time rendered in Unreal Engine using materials from Megascans. Lightroom for color editing.

Category: Level Design Games | RealTime Vr | landscape

Tools: SpeedTree | Unreal Engine | rocks from Epic Games

Youtube:

1- youtu.be/ikSfIdk0zA8 |

2- youtu.be/v2_FoGgzBcE

Project link: www.horde-core.com/projects/fantasy-forest

 

Technologies & Frameworks Our Developers Skilled In

Contact: info@quytech.com

#mobileapp #java #kotlin #flutter #swift #reactnative #reactjs #html #css #Angular #php #python #mean #mern #rust #unity #UnrealEngine #html5 #android #ios #coder #programming

 

 

Category: Level Design Games | RealTime Vr

Tools: SpeedTree | Unreal Engine |

Youtube: youtu.be/v2_FoGgzBcE

Project link: www.horde-core.com/projects/soothing-day

Category: Level Design Games | RealTime Vr | landscape

Tools: SpeedTree | Unreal Engine | rocks from Epic Games

Youtube:

1- youtu.be/ikSfIdk0zA8 |

2- youtu.be/v2_FoGgzBcE

Project link: www.horde-core.com/projects/fantasy-forest

 

Title: Eternal Spain: An AI Reimagining of Architectural Heritage

 

This collection offers a sophisticated visual journey through Spain’s most iconic landmarks, blending centuries of history with the cutting-edge capabilities of generative artificial intelligence. From the ethereal evening glow over the Alhambra in Granada to the intricate, rain-slicked stone of Santiago de Compostela, each image is a meticulously crafted study in light, atmosphere, and architectural grandeur.

 

The series captures the "Bohemian Bourgeois" essence of these sites: a deep respect for cultural heritage, the rejection of the mundane, and an appreciation for the quiet, contemplative beauty found in nature and classical design. You will find the golden hour hitting the Sagrada Familia’s spires, the dramatic chiaroscuro within the Mosque-Cathedral of Córdoba, and the titanium curves of the Guggenheim Bilbao reflecting the sunset over the Nervión river. These aren't just mere replicas, but emotional interpretations of Spain’s soul, emphasizing texture, cinematic lighting, and a profound sense of place.

 

Disclaimer: These images have been generated by Artificial Intelligence.

 

Ray Park - EGK launch event

El Nath Market sign with houses in the distance. El Nath is a village located among snowy mountains. The map connects to the Dead Mine which leads further into the mountains where the mighty Zakum (a boss / spirit sealed inside of a tree) resides. It looks impressive in 3D.

 

This is a fanmade minigame of the Zakum Party Quest which includes the El Nath village, mine / cave maps, and the lower level of Orbis Tower. The fan-made game was developed by RYU Russell along with team members: Kaytiz, Baseok, Farewell, HalfEar, dding_one, & See_N. Link to the release video is here: www.youtube.com/watch?v=XhBkTzHaIcc Sadly the game download links were taken down due to copyright issues. It is unfair that a totally free fan-made work of art was taken down. The level of the production and design is extremely professional and amazing for what a few immersed fans can create.

 

In this minigame, you are able to use both a mock 2D side-scrolling camera of the 3D environment or a third person 3D view to play depending on the map's environment. You may kill monsters using various skills for money and potions, buy items in shops, and complete the Zakum boss fight.

 

The original game that this fan-made version is based of off is Maplestory, a free-to-play 2D side scrolling MMORPG (massively multiplayer online role-playing game), which was developed by Wizet, a South Korean company, that was bought by Nexon their publishing company. The original game released in 2003 for Korea and Japan with their entrance to the North American market occurring in 2005. Its unique art style and memorable soundtrack gives a warm feeling of nostalgia to old players.

 

This photo is in 3D parallel view. More Instructions for viewing 3D images: www.3dphoto.net/text/viewing/technique.html

 

Stereo Viewer for all my photos: jongames.com/stereophoto/

A simple concrete pavilion with lots of triangular angles. The initial concept was a triangular form emerging from the woods and rest kind of evolved from there.

 

Modeled in Sketchup, real-time rendered in Unreal Engine using materials from Megascans. Lightroom for color editing.

Hellblade: Senua's Sacrifice

Photo Mode

Audience laughing - EGK launch event

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