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Book of the Dead

Unity’s award-winning Demo Team, creators of “Adam”, is excited to announce Book of the Dead, a first-person interactive demo showcasing the capabilities of Unity 2018 for powering high-end visuals for game productions.

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A powerful new rendering pipeline

Book of the Dead demonstrates what is possible when using Unity 2018’s new Scriptable Render Pipeline, which provides enhanced customizability of Unity’s rendering architecture, putting more control in the hands of the developers.

The project is built on the new High-Definition Render Pipeline template which ships with Unity 2018 and various powerful customizations enabled by the SRP.

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Watch the teaser

Making of blog series

Book of the Dead: Environment project is now available on the Asset Store

Enhanced version of the environment shown in the Book of the Dead trailer, available now for free.

The project runs 30 fps in 1080p on PS4 Pro, Xbox One X and Windows/DX11 (mid-range gaming system). It is also supported on macOS/Metal, Windows/Vulkan/DX12 as well as on PS4, Xbox One and Xbox One S.

Download Book of the Dead: Environment

Real-world environment assets

All of the natural environment assets in the demo are photogrammetry-scanned real-world objects and textures. The majority of them come from Quixel Megascans, a publicly available library of high-quality scanned assets, which is used widely by high-end game production and film VFX professionals alike.

For creating its own photogrammetry assets, the Demo team used the experimental Delighting Tool developed by Unity Labs in its workflow.

Download Quixel Megascans

Pushing the envelope

Unity’s Demo productions drive advanced use of the Unity engine through autonomous creative projects. The team consists of experienced game professionals led by Creative Director Veselin Efremov, who writes and directs the demos and is responsible for their final look.

Focusing on graphics, the team explores and pushes the limits of what is possible to achieve with the Unity engine. The unique position of an internal team is that it is willing and able to take the risk — and pain — of basing entire productions at the bleeding edge of technological innovation.

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Demo Team

Written, Directed and Art Directed by

Veselin Efremov

Produced by

Silvia Rasheva

Technical Director

Torbjorn Laedre

Concept Art Director

Georgi Simeonov

Animation Director

Krasimir Nechevski

Sr. Graphics Programmer

Robert Cupisz

Character Art

Plamen ‘Paco’ Tamnev

Environment Art

Veselin Efremov
Zdravko Pavlov
Julien Heijmans


Zdravko Pavlov

Systems Programmer

Malte Hildingsson

Junior Programmer

Dominykas Kiauleikis



Louise Ryme


Joshua Lenn

The Bishop

Stephen Rappaport


Leonid Yovchev

Additional Art

Sound Design and Music

Aleksander Karshikoff

Additional Environment Art

Tihomir Nyagolov
Tinko Wiezorrek

Scanned Natural Assets


Additional Character Art

Alexander Ponomarev

Audio Production

Pole Position

Motion Capture & Additional Animation

Aneta Spasova

Special Thanks: Nikolay Toshev, Mihail Moskov


Requiem in D minor, K.626 (Lacrimosa)
Composed by Wolfgang Amadeus Mozart
Arranged and Performed by Aleksander Karshikoff

Unity Technologies R&D

Sebastien Lagarde, Tim Cooper, Kuba Cupisz, Jesper Mortensen, Thomas Hourdel, Yibing Jiang, Julien Ignace, Morten Mikkelsen, Ionut Nedelcu, Xiao Ling Yao, Yuanxing Cai, Vlad Andreev, Evgenii Golubev, Uygar Kalem, John Elliott, Tobias Alexander Franke, Kasper Engelstoft, Mikko Strandborg, Felipe Lira, Arnaud Carré
Natalya Tatarchuk

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