Hello Polycount,
This is the official Strike Games, Final Rush thread, which I've created to show off some of the art from our game. Some of the art certainly isn't as good as a lot of the stuff here; but it does comprise a playable game, so it may be of some interest. Some of you have probably worked on art for this game at some point over the past two years... in which case, nice to see you again!
Final Rush is wave-based first person shooter for the PC, built using the Unreal 3 engine.
In the coming months we'll be overhauling and rebuilding the game in Unreal 4, which we've recently acquired a development license for. You'll be able to see work in progress and interesting pictures here.
Please feel free to critique the art - it will help us to make it better next time around. Also feel free to offer tips, or ask questions about Final Rush, the game's art, or the Unreal 4 engine (I' m sure many of you have questions)
Without further delay, here's some pictures of the games current art:
(Only environment for now, other art will follow later.)
(Also these shots were taken directly from the UDK, which is why the resolution is a little... off.)
I'll put up some ingame screenshots later, as well as some other shots of enemies and weapons.
I'll also post some experimental WIP images of the UE4 rebuild of the game.
If anyone has any interest in working with us for game/ue3/ue4 experience or a good portfolio/resume piece; send me a PM. We can use pretty much anyone who is skilled at content creation.
I'm here to help as much as get critique, so please feel free to ask any questions.
Replies
Of course any feedback is welcome. As before, many artists contributed to the final results of these images.
Would be really awesome if you could post some breakdowns~
UE4 details would be interesting. I wonder if they completely stop eveloping the SVOGI and cut it out from all developers.
@Rhoutermans - Mandatory plug: If you want to play it and take an in motion look at the art FR is available on GamersGate, though be advised a major overhaul/improvement patch for the AI will be coming out fairly soon. I'll post some breakdowns soon... anything specific you would like to see?
@Computron - There doesn't appear to be anything in our build, but features come and go in the latest builds all the time. The lighting is still far more advanced, flexible, and impressive as compared to UE3.
@Gannon - For the UE4 build, we'll be pushing DX11 and tessellation a lot in the art direction. When we started work on the Art, tessellation was still too experimental in UE3 to use. To be honest, one of the hardest aspects of making the art was breaking each artist out of the low-poly mold they were used to developing game art in.
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@creamtown - A bunch of artists contributed to this... while I'm certain a one or two artists working together could achieve something similar, it would probably be pretty difficult. (Of course, I'm talking about the entire project... just the environment art would be a different story)
DougClayton4231 - Ask and you will receive:
This unlit example scene should make the modularity a little more apparent:
Likewise, this screencap of the content browser will show you a sample of the architecture assets used to create the levels in the corporate theme.
Generally speaking the environment assets are made in some multiple of 192 units in width, and 144 units in height - so everything plays together fairly nicely. It's probably a big contributing factor to the generic appearance, but it was the first attempt at modularity, from which quite a bit has been learned.