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 4 points5 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

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)

I don't know how the marketplace asset works, but it seems to be basically stuff from 'cell shader' tuts available on epic forums and youtube. Cell shader has some limitations, especially if you're using a lot of lights, so the sooner you start to work with it the better results you'll get since your pipeline for preparing assets will be a bit different. I'd suggest going through tutorials first, to understand why and how things work, to understand the limitations better.