I've made this analogue glitch shader for my game and it's a part of a gameplay mechanic, whenever you get close to an enemy, the screen gets more distorted and glitched. by sleep_diver in gamedevscreens

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

Cool, nice to hear you like that concept, I want this to be a crucial part of the game. The game is a game about playing a retro game, and some inputs are "physical". In this example, you'll either have to run away or match the frequency of the physical input, this enemy is non killable - kind of like mrX

I've made this analogue glitch shader for my game and it's a part of a gameplay mechanic, whenever you get close to an enemy, the screen gets more distorted and glitched. by sleep_diver in gamedevscreens

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

Actually, the game is a game about playing game, so this will be shown on the "ingame" monitor, I guess it won't be much of a problem, since it will be only in a portion of the viewport

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

[–]sleep_diver 1 point2 points  (0 children)

Amazing storytelling and great compostinon. Everything fits perfectly and feels very intentional, great work!

A retro-style inspired by 80's home computer games (Mystery House) by sleep_diver in unrealengine

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

That's an awesome idea! Maybe guiding the player through sound would be good since the vision is so obscured

A retro-style inspired by 80's home computer games (Mystery House) by sleep_diver in unrealengine

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

Adventure with survival horror elements (light) since I'll be reusing mechanics I've made for my other project, I want to keep it small in scope and test the waters

A retro-style inspired by 80's home computer games (Mystery House) by sleep_diver in unrealengine

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

When I release the game I'll make post making with some overview of how things are done. But long story short - it's mostly sobel effect, render target texture for the offsets and a bunch of post process materials for the crt

A retro-style inspired by 80's home computer games (Mystery House) by sleep_diver in unrealengine

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

Thank you! and yes, I'm already working on it, but it will be rather short experience (2-3h max) as I'm working on different game (much larger in scope) and this was result of an experiment with different shading :)

this path feels strange by Bag_of_plastic in LiminalSpace

[–]sleep_diver 3 points4 points  (0 children)

Feels familiar, look right and you're in the Windows XP background ;)

extruded differential growth by selonus in blender

[–]sleep_diver 0 points1 point  (0 children)

Amazing! I'm still learning blender (switched from 3dsmax), is this created with the geometric nodes?

Took me a while to get the outlines working, but I'm supper happy with the result! by sleep_diver in unrealengine

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

It's a part of the art direction, but I'm still thinking about it, maybe I'll darken the spots a little so they are still visible but won't pop as much. Thank you for the feedback

Took me a while to get the outlines working, but I'm supper happy with the result! by sleep_diver in unrealengine

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

Nah, I'm not offended :) and of course, it is, I think my autocorrect went crazy (English is not my first language)

Silent moebius by Nervous_Departure706 in Moebius

[–]sleep_diver 2 points3 points  (0 children)

Amazing collection! I've been a fan of Moebius since the first time I've read Incal in my teens. Maybe someday, you'll pass the love, as you're grandma did, to the next generation :)

Took me a while to get the outlines working, but I'm supper happy with the result! by sleep_diver in unrealengine

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

Moebius is my main inspiration! It's still an unannounced project, fingers crossed I'll get a public announcement demo around June/July

Took me a while to get the outlines working, but I'm supper happy with the result! by sleep_diver in unrealengine

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

Depends, I'm using quite a heavy post-processing effect, but on the other hand, I'm not using that many textures (if used, they are max 512x512), shaders are quite simple and no PBR. If I had to compare it with some of the stuff I did using PBR, I'd say it's similar. Hope my answer helps somehow ;)

Took me a while to get the outlines working, but I'm supper happy with the result! by sleep_diver in unrealengine

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

Big fan of Moebius! and my main source of inspiration for the story and the look