A man without memory of who he is or what is going on around him must face a dystopian world set in the relative future. As the only survivor from an over-run security bunker, he must face a ravaged world populated by death-bringing machines and suboptimal atmospheric conditions. As he wanders the ruins of a large city he is totally alone... or is he? Can he discover what the source of the devastation is.. and, more importantly, discover his own identity? This is the story of what follows.

Post news Report content RSS feed G.R.I.T. Teaser 1

An early, short teaser trailer that takes place in the lower residential area of Elwood's Bunker.

Posted by on

It has been some time since my last video, so I decided to make a teaser!
although it does not show off the most detailed parts of the map, it does show some of the motion capture animations that I've done as well as some new post processing/lighting/etc.

I am always looking for feedback, so please comment and follow to stay up to date with G.R.I.T. - The Past Is Everything!

Comments
SinKing
SinKing

What does she say at the end )"Thank you all for chosing your... enjoy your stay")?

I think you should make some static meshes around the doors to cover up the harsh angles from BSP/CSG. (Maybe make the subtractive geo a bit smaller so it doesn't cut in the floor?) Also something might be wrong with the normals on the floor tiles in the beginning. They don't really pop.

Generally, this is a really nice exmple of what you can do with good materials, lighting and even just mostly CSG. I really like the look of these rooms and floors towards the end. The obligatory light flicker and a few color light spots would add to the atmosphere. Also, you are using a lot of Alpha Masked materials on ceilings and could throw some light through these. Always gives such nice patterns on the walls and floors.

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DarkShiftProductions Author
DarkShiftProductions

Thanks for taking the time to comment :) The ending says: "Thank you all again for choosing Elwood's Bunkers. Enjoy your stay!"

You have some very good points... The doorways are in need of transitional meshes! As far as the tiles at the beginning go, they are a default UDK material that had unappealing normals so I disabled them... I might remake them? Also, I probably could make some interesting masks with the ceiling, although I hadn't previously considered it. Ironically, the teaser shows the least detailed parts of the entire bunker, and the beginning area from the teaser is actually very full of debris in-game (I removed them to make the pre-disaster teaser). Every bit of feedback helps so thank you!

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Delusional85
Delusional85

and maybe do some parallax in material nodes.. be careful with those... oh and... you could put some smaller static mesh details on edges... oh and feel free to put a bit more geometry (polygons) on static meshes it could really bump up the visuals.. and a bit of color look up wouldn't harm..

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DarkShiftProductions Author
DarkShiftProductions

I've dabbled with parallax already to give an extra oomph to some of the floors and walls :) And I've been trying to avoid too many poly's, since I've still got tons of assets to make for the game :P Which one's from the video are too low poly for your taste? Thanks for commenting!

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Delusional85
Delusional85

not too low poly for my taste.. but you could push up a bit more.. if you have machine that can handle it.. for example if you are making 500 polys mesh... push it to like 650 or 700 polys.. it wouldn't impact that much workflow but you could squeeze in few extra details.... and do play with parallax I tend do that a lot lately....

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DarkShiftProductions Author
DarkShiftProductions

I personally have a very high end rig... I was trying to keep it as reasonable as I could for low end, although I suppose I could go back and bump some of them up a bit! Thanks for the tip :)

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wwof
wwof

It looks very interesting.

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GRIT - The Past Is Everything
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