Yeah, just wanted to jump in and say the Neon Giant team really made something special here. I've also hit a few minor bugs, but it's a lovely game, made by a fairly small team.
Been playing it for some hours now. Haven't had any bugs so far. Visuals are impressive although I'm missing out on the real time reflections (no RTX). SFX are great, music fits the theme (could use some more tracks).
Story is ok. To be honest: I focus on the shooting. Dialogues are more of a hindrance for my play style anyway
I was so shocked on the first big mech encounter... the size, the armament, the music - and there I was standing trying to admire all the details. Good job, Neon Giant.
I'd be quite interested in how Houdini helped with the level design. I guess they created some modular pieces in a CAD software of their choice and piped them into a procedural graph that spat out complete buildings and backdrops. But that part of the interview can also mean anything else really.
Great job, is there a break down anywhere? Would love to hear how a small team made such a spankingly good looking game.
Look up the modeling and texturing methods of the creative director in charge. He's been developping clever shortcuts and scalable art creation techniques for years now, and without a doubt this had a big influence on what was achievable by the team.
Had to log in for the first time in years for this! I can confirm this is very much my old modular environments but on steroids and applied on every level across an entire game. The whole game was built by 4 artists including techart, and with zero concept art.
@Snefer I'd love to hear more about how Houdini was used by your team. Beautiful stuff and looking forward to trying this out. Not necessarily the type of game I typically enjoy, but looking forward to wandering around these stellar environments none the less.
The whole game was built by 4 artists including techart, and with zero concept art.
Thats remarkable. I am guessing Houdini really helped speed up a lot of the workflow process and made things easier. I am curious how much of Houdini is implemented by a lot of companies nowadays.
I am not sure if Maya, 3dsmax or Blender might stay relevant in the next 5 to 10 years as Houdini is already incorporating those tools with each new release. Would love to learn it but need to find time.
Vast majority of regular models were built in Modo, but we used Houdini for certain types of assets like pipes, cables, destruction, and a ton of cool generation like signs etc. We also used it for a basepass of placing meshes like walls. Many small and big tools all over the place, both in Modo, Houdini and Unreal. Extremely proud of the sheer amount of wizardry that went into this.
Just got it. Did such a great job! First game I've bought in awhile. Super fun and the visuals are great. I was very impressed with the town u go to right after the title sequence. The level design is superb, the world feels very alive and fleshed out.
I tried to mention it to a bunch of friends, but they all already had it! haha. Hope its selling well!
Replies
Visuals are impressive although I'm missing out on the real time reflections (no RTX). SFX are great, music fits the theme (could use some more tracks).
Tor Frick: The Game!!!
Looks amazing!
https://www.unrealengine.com/en-US/developer-interviews/11-person-studio-neon-giant-delivering-next-gen-passion-project-the-ascent
I am not sure if Maya, 3dsmax or Blender might stay relevant in the next 5 to 10 years as Houdini is already incorporating those tools with each new release. Would love to learn it but need to find time.
I tried to mention it to a bunch of friends, but they all already had it! haha. Hope its selling well!
top marks to the team, This is what happens when stuff is allowed to be done properly
https://www.artstation.com/artwork/zObKO4
https://www.artstation.com/artwork/Krndbx
https://www.artstation.com/artwork/YeNV5P
and this
https://www.artstation.com/artwork/g2krqG