Eriksholm: The Stolen Dream details
Publisher: Nordcurrent Labs
Developer: River End Games
Platform: Windows PC (Steam, Epic Games Store), PlayStation 5, Xbox Series X|S
Format: Unreal Engine 5
Release date: 2025
Why choose Unreal Engine 5 and MetaHuman for this game?
When we began pre-production of this game, the only two game engines that were viable options were Unreal Engine and Unity. At that point in time, Unity had yet to implement PBR in its rendering pipeline, so Unreal Engine became the natural choice. MetaHuman wasn’t available at this point, so it wasn’t until later that we adopted the technology. Before MetaHuman, we had another pipeline in place with a face-scanning rig that we built ourselves. The results were really good, but it was a very slow and tedious process.
How does MetaHuman help indie developers and smaller teams achieve high-quality character design?
MetaHuman is a very powerful tool that allows for a lot of customisation, but this is only part of the equation. An aspect that is easily overlooked is just how difficult it can be to create realistic shaders for skin, eyes, teeth, and hair – but all of these are included in the package. Epic has done all that work for you, which would be very difficult to do yourself unless you’re already an expert.
What storytelling or performance challenges did MetaHuman solve for this game?
MetaHuman Creator allowed us to quickly create believable characters with a very wide range of facial expressions. But the other part of the equation is MetaHuman Animator that does a tremendous job of capturing our actors’ performances and applying it as animation data to the facial rig.
How has MetaHuman with UE5 tools like Lumen and Nanite helped the immersion of the game?
For performance reasons we use baked lighting in Eriksholm, but for our cinematics we use Lumen since those are pre-rendered movies. Using Lumen in our cinematics allows us to tweak or re-arrange the lighting for each shot in a scene dynamically, which is a very useful process in order to get each shot looking as good as possible.
How much creative control does MetaHuman offer for customisation, to make sure characters fit the unique narrative of your game?
There are a lot of customisation options in MetaHuman Creator, but you can also use the Mesh to MetaHuman feature to make small or large adjustments as well.
Can you share examples of how MetaHuman enabled you to create nuanced character expressions and performances?
The fact that MetaHuman Animator’s solve is not based on just 2D video data, but 3D mesh data generated from stereo video input, means that you get a much better solve where very subtle nuances of the actor’s performance are captured in a very convincing way.
Did you face any limitations when using MetaHuman? How did you overcome them?
The only problems we’ve encountered so far have been related to creating very young characters, where there’s not a whole lot in the database to work from. But we manage to overcome it by blending multiple types of characters together, and using the Mesh to MetaHuman feature for additional tweaks to proportions.
Before MetaHuman how much longer would this kind of character creation take, and could you do it with your team size?
I would say that it would probably take twenty times longer to create characters with our previous pipeline. But it’s not just that – with our previous pipeline we would scan real people, which means that you also have to find those people and negotiate contracts with them.
Are there any other innovations you’re looking forward to in 2025, or making use of? Are their AI tools like Nvidia ACE you’d ever consider using?
What I’m looking forward to the most is not necessarily technical innovations, but rather new ways of thinking about a game’s story, design, characters and environments to make the experience even more meaningful to the player. I love that there are always new frontiers to explore when it comes to the player’s experience.
How do you see MetaHuman evolving in the future and what new possibilities do you see for small dev teams?
I think that we’ve come a really long way the last ten years in terms of democratising the means of production. You don’t have to have a large team and a huge budget to make something truly great anymore, because there are so many tools readily available to the public. MetaHuman is a great example of this, and part of a trend that I think will continue. A future that is much more about coming up with interesting ideas than overcoming barriers of entry.
Conclusion
In conclusion, MetaHuman has been a game-changer for the development of Eriksholm: The Stolen Dream. With its advanced facial animation capabilities and customisation options, it has allowed us to create nuanced and believable characters that bring the game to life. Its integration with Unreal Engine 5 tools like Lumen and Nanite has also enhanced the game’s immersion and visuals.
FAQs
Q: What is MetaHuman?
A: MetaHuman is a facial animation tool developed by Epic Games that allows developers to create realistic and nuanced character expressions and performances.
Q: How does MetaHuman help indie developers and smaller teams?
A: MetaHuman offers a high level of customisation and flexibility, making it easier for indie developers and smaller teams to create high-quality characters without having to invest in expensive hardware or software.
Q: What are some of the benefits of using MetaHuman?
A: Some of the benefits of using MetaHuman include its ability to capture subtle nuances of an actor’s performance, its ease of use, and its integration with Unreal Engine 5 tools like Lumen and Nanite.

