One of the best things about working with OverDose is that its just so flexible for artists to add what they want. You can, if you wish, make levels totally out of models (In fact, we advise you to do so). You can create rich, detailed particle effects to sell a certain dust storm mood... Or you can play with programmable shaders and take the level of detail in your game world even further.
OverDose allows artists the chance to take that next step to selling the mood of a scene by giving you more control over what you see; Bloom, Contrast (Mins/Max), RGB Saturation, RGB Screen Colour Tinting, Blue Shift, Gamma etc can all be changed by the artist per area. That means that if you want a dark, moody underground area with high bloomyness and high contrast, but also want a clear, clean blue tinted outdoor snow area, its totally possible, and will even blend in-between transitions:
that's a default value, nobody has to stick to it. If you want a level to be totally black and white (Say, a past battle, for instance), or maybe you want a totally colour filled level set in the Mushroom Kingdom, you can. Its that flexible.
Like our light editor, the Ambience editor is available at any time ingame, and allows you to not only change different areas on the fly, but also allows you to update and save your files. This allows maximum visual attention to detail while being so easy just about anybody can use it.
Pretty soon I'll be showcasing some of the new graphical tweaks to the engine, namely Sub Surface Scattering, Parallax Mapping, Real Time Ambient Occlusion and more... So stay tuned for more info :)