![]() ![]() Think of the next step as like creating comps for a website, try stupid ideas to see what works. Then you are the chosen one, but perhaps lack the confidence to be creative. If you can copy something like SS2 as in the OP's video and have that much skill to create it from scratch in UE5, without using any existing assets. Don't recreate something as a tech demo as it appeard in the past. I imagine there's a dozen GDC videos just going over lighting in games. Unless one is planning on a full remake of SS2, in that case, the sky's the limit. That skill, take it towards again, shoehorning a game into UE5. Once learning how to communicate and instill feelings into the player through the design of the game. Don't look toward Five Night at Freddy's or jump scares, instead look deeper:Īfter watching that video, it got me interested into finding about more about why things are creepy. You have to look towards movies, as no recent game has really put me in that state of sharpened senses, the way System Shock 2 or Silent Hill 3 did. With the ability of making a scene look like that above video. Now delve into the unknown and what could be possible with UE5. It's not created using UE5, it's UE5 supporting an older game. Quite a miracle, how this old game can run today (mods), concidering its rocky development (see Gamasutra post-mortem). The key is to drop the gamma value to as low as possible, so the bitmap/lightmap lighting works to full effect.īut, it is cool to 'drop your game assets here' in the Unreal Editor and see it working. To my old eyes, this is how original SS2 looks.
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