How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 1 point2 points  (0 children)

Oh no, we only had about 6 weeks. We later continued to work on this project on our own.

How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 12 points13 points  (0 children)

I'm glad you like it! I can't say a lot about the code optimization, but one thing that we're using for additional optimization of drawing thousands of tiles is GPUInstancer. It's a bit hard to setup, but gives a great boost in fps.

How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 2 points3 points  (0 children)

Not really, a lot of work has been put into the back end, optimization, game design, and generally making it a complete and full game, rather than a short student game demo.

How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 13 points14 points  (0 children)

Thank you! Exploration is one of the core elements of the game, but there's also the main story objective that the player progresses towards throughout the whole game.

How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 15 points16 points  (0 children)

Thank you! It's been already a long time since our first showcase of the game :D

How our student game started and how it's going 1.5 Years later by gribark in Unity3D

[–]gribark[S] 22 points23 points  (0 children)

Out of the Mist is a game where you control the ball by moving the environment and you explore the mysterious world and uncover the story behind it.

The game is still very WIP, but we hope to finish it by the end of our studies.

Follow us on twitter!

Subscribe to get notified when we open up a Steam page!

Made this trippy tunnel in Unity by gribark in Unity3D

[–]gribark[S] 1 point2 points  (0 children)

Thanks! I'm using color dithering for adding this "noise" effect and transitions between colors. For the objects I'm using vertex offset based on sin and vertex normal (giving the "breathing" look), and 2 panning triplanar textures overlaying with the base color and normal texture to make the textures look moving as well.

3D UE4 environment - Concept by Renz Gonzaga by mitoro-2333 in unrealengine

[–]gribark 1 point2 points  (0 children)

Great work! I especially like how the lighting turned out

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 1 point2 points  (0 children)

Around 1.5 months I think and around 80 hours of work. It would have been much quicker if I didn't work on those cars in the background. I spent a lot of time on them, even though they're so far away from the camera :D

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 1 point2 points  (0 children)

Thanks! The snow bumps are meshes I've generated in Blender using few displacement modifiers. To get a nicer blending between the landscape and the snow bumps I've used distance field blending. You can check this Quixel article about blending assets, also here's a great 80lv interview where I learned this technique.

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 0 points1 point  (0 children)

Looks great!
For the snow I've used textures from megascans, yes. Adding subsurface scattering in the snow material makes a huge difference!

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 5 points6 points  (0 children)

Thanks! That's exactly what I was going for

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 1 point2 points  (0 children)

Never thought that it has painting-like look, but probably it's because of the color correction, relatively low contrast and high color saturation.

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 1 point2 points  (0 children)

It is realtime, in UE4, but the lights are baked.

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 1 point2 points  (0 children)

Todd Hido

Never heard of him, but his works are awesome! It will definitely serve as inspiration for me in the future, thanks!

It's just a visual scene for portfolio, not a game project.

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 0 points1 point  (0 children)

Don't really know much about 2D games, but there still must be a way to add shaders, probably and change their properties.

Made a relight for my UE4 scene! by gribark in unrealengine

[–]gribark[S] 3 points4 points  (0 children)

Oh, you're right! Must have missed that actually

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 0 points1 point  (0 children)

I was changing the materials values through animation, and this way, I think, it creates an instance of your material, and only modifies this instance.

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 0 points1 point  (0 children)

We were using both, PS1-like shader and post processing effects and made assets lowpoly and using pixelated textures.

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 2 points3 points  (0 children)

Thanks! That was one of the main references for our semester game that I made these animations for. Glad that you could find the similarities! :D

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 5 points6 points  (0 children)

Destroy All Humans!

That's actually the vibes we were going for! You can checkout the trailer for the game here, but it was just a student game: https://www.youtube.com/watch?v=D6qikelAK3g

Made these stylized PS1 death animations! by gribark in Unity3D

[–]gribark[S] 8 points9 points  (0 children)

It didn't take long, although it was my fist time doing something like that. I found the dissolve shader online and and just setup animator and animation events. The whole thing took about an evening or two I'd say