Last year, we had the privilege of collaborating with a high-profile
client on a survival project. While the client's studio unfortunately
shut down, we received permission from the executive producer to
showcase the work we contributed, particularly the visual
proof-of-concept for the project.
Given just one month, our team successfully delivered a
high-quality, natural environment optimized for performance. The map was
designed to run seamlessly at 60 FPS, meeting both visual and technical
requirements.
We’re thrilled to share this work as a testament to the team’s
dedication and talent. Their hard work and creativity truly shine in
this project.
As a Lead for this project I was tasked with taking this from pre
production phase to final gameplay oriented phase with the help of the
talented team and this involves things like decision making , set
dressing and composition , QA ,some shader work and interaction with
the client to make sure they are getting what they want .Lighting was
done from client side .
These Visuals do not represent the final quality since this was
early phase of the project and was ment to be improved upon but
unfortunately project got cancelled .
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at the coastline, you'd figure they would both have pretty similar levels of weather erosion/rounding. But since you're using megascans, yeah, kinda limited by that I suppose.
Replies
haha Thanks .
Now I see it I kind of get the crysis vibes
Thanks . Rocks are megascan and we use own shader .