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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 RSS G.R.I.T. Bunker Environment Trailer 2

***I have officially been working on this for over a year now! *** :) Showcases some new effects, color grading, colliding particles, and more! I really need feedback on the current state of things, so let me know in the comments.

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-Hello Everyone!-


Since the last trailer, I have been trying to bump up the effects and the dark, abandoned mood of the bunker. I am testing out color grading techniques (currently has desaturated reds, higher contrast, and subtle green accent), as well as have learned and implemented several useful cascade/material techniques to make the game that much more lifelike! This trailer is mainly to showcase the new particles and effects used.

The Trailer:

***Note: The following trailer was run in real-time using the power of the Unreal Development Kit***

I really need feedback on the current state of things, so let me know in the comments what you like/dislike or if you have any general questions. I'd be happy to answer them!

I'm working daily to make new content and implement new mechanics...

Until next time,

-DSP

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ZeroComfort
ZeroComfort - - 82 comments

You did a great job so far!

Only suggestion I could think of is to maybe reduce the specular levels slightly, especially on the burnt parts/characters.

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DarkShiftProductions Author
DarkShiftProductions - - 31 comments

Hi ZeroComfort!

I've noted that and am tweaking them. I was experimenting with color grading at the time I released the video. I'd bumped the contrast up which in turn made specularity more bright than it used to be. I will likely be tweaking quite a few materials as a result. Thanks for the feedback!

-DSP

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