Dual rendering and Beksinski art: the technique of The Medium in UE4

Published on May 29, 2026 | Translated from Spanish

The Polish studio Bloober Team faced a monumental technical challenge with The Medium: displaying and processing two distinct scenarios on the same screen without loading cuts. To achieve this, the team relied on Unreal Engine 4, optimizing the rendering pipeline to split the graphical load. The key was the management of two active virtual cameras, each rendering a world with its own sets of assets and lighting systems, all synchronized in real-time to maintain smooth gameplay.

Dual rendering in The Medium with two simultaneous worlds in Unreal Engine 4, Beksiński style

Volumetric Lighting and Workflow with ZBrush and Substance 🎨

The oppressive atmosphere of the game would not be possible without meticulous volumetric lighting. The team used UE4's Light Volumes system to create light rays tearing through dust and fog, granting physical density to both realms. For organic models and deformed creatures, ZBrush was the primary digital sculpting tool, allowing grotesque details that evoke the paintings of Zdzislaw Beksiński. Materials were generated in Substance Designer, creating procedural textures of flesh, rusted metal, and rotten wood. Finally, Adobe Photoshop was used for final texture painting and color correction, ensuring that the ochre palette and dramatic contrasts of the Polish artist remained consistent across every asset.

The Lesson of Rendering Two Realities at Once 💡

The true achievement of The Medium is not just technical, but conceptual. By forcing a GPU to process two worlds simultaneously, the team demonstrated that hardware limitations can be overcome with strong artistic direction and smart use of tools. Beksiński's influence was not merely an aesthetic filter, but a guide for visual narrative: every crack in the wall and every elongated shadow tells a story. For any developer, this title is a case study on how to unify art and programming to create an immersive experience that transcends technology.

As a developer, when implementing dual rendering in Unreal Engine 4 for The Medium, how did you manage to optimize performance and memory to process two simultaneous worlds without sacrificing the visual quality of the Beksiński style?

(PS: game jams are like weddings: everyone is happy, nobody sleeps, and you end up crying)