For the past 3 years I've been working together with a bunch of friends creating our own little indie action shooter The Haunted. We won the "Make Something Uneal" competition in 2010 and have been hard at work on the retail version which was released not long ago. This thread is about the work all the team members put in for the last 3 years. I worked mainly on environment art, lighting, post-processing and all that other stuff that levels require these days.
I hope you guys enjoy my very first post, I don't think the next one will contain as many images as this one! If you have any questions I'll do my best to answer them.
This is some really great work here. I hadn't heard of this project before, and by the looks of the trailer on steam, it seems pretty fun! Wonderful job with the lighting, it really makes it shine.
WOW! So many beautiful screenshots!! Congratulations on bringing this all to a finish, it is inspiringg. I would definitely love to see some breakdowns too!
I'm glad you like it! Sorry for the lack off breakdowns. I'll see if I can get some stuff like that up tomorrow. I just have to sort through all the stuff that has piled up over the years.
This is what I like to see on here. You guys nailed it. How many people were in the group? I really like all the textures and lighting done here. 3 years is a long time but I bet it paid off for you. Great work.
awesome work. me and my friends had so much fun playing this game when it was first released. what sort of changes did you guys have to go through between the first initial release for make something unreal and the recent retail release?
awesome work. me and my friends had so much fun playing this game when it was first released. what sort of changes did you guys have to go through between the first initial release for make something unreal and the recent retail release?
We focused mainly on upping the quality of animations, gameplay and art. But we also added new content such as weapons, levels and enemies. One big challenge has been for our lone but obviously very talented programmer Markus Arvidsson to sort out bugs and get stuff properly running on Steam in time for release. The retail version of very different from the mod.
This is what I like to see on here. You guys nailed it. How many people were in the group? I really like all the textures and lighting done here. 3 years is a long time but I bet it paid off for you. Great work.
The team has grown and shrunk during the development. You can view the full roster at http://www.hells-reach.com/team. We have about 4 environment artists, me included, who help out with modelling, texturing and lighting. A majority of the work has been done by Michael Hegemann who also started this project together with Gerhard Weihrauch. I think we are something like 5 people actively developing the game now post-release. We are a very small group but we're doing our best!
I remember playing this way back when it was still a mod for UT3. Even though the art was pretty cool back then, this seems to have come a long way since then.
Already bought the game, it's awesome.
I was fan of your mod and I was always willing to pay to play it.
Thanks man! People seem to like it which makes me happy. Makes all the years in development totally worth it. And it also makes me want to get crunching on new content...!
Absolutely stunning work. The palette is diverse and interesting, the actual pieces are smooth and the whole conglomerate flows visually. It's beautiful!
The art behind the game is not really that advanced. We are and have always been a very small team. We design the assets and levels so that the overall picture looks as good as possible. The levels are all about atmosphere and involvement. A lot of our assets are also kind of old and outdated . Sorry, enough with the excuses!
I have been trying to find some time to deliver some breakdown images of various things. I took a couple of light + normal shots from the editor. I also tried to put together a breakdown for the lava material used on the boss levels. Not really satisfied with how I present the breakdowns. That's why there are so few. If anyone have any tips on how to create great breakdowns please point me in the right direction. I also took some shots of a couple of materials straight from our editor.
Replies
Really like 90% of the lighting. Very film-actic (not sure that's every a word) approach to the lighting. Which works awesomely in games.
We focused mainly on upping the quality of animations, gameplay and art. But we also added new content such as weapons, levels and enemies. One big challenge has been for our lone but obviously very talented programmer Markus Arvidsson to sort out bugs and get stuff properly running on Steam in time for release. The retail version of very different from the mod.
The team has grown and shrunk during the development. You can view the full roster at http://www.hells-reach.com/team. We have about 4 environment artists, me included, who help out with modelling, texturing and lighting. A majority of the work has been done by Michael Hegemann who also started this project together with Gerhard Weihrauch. I think we are something like 5 people actively developing the game now post-release. We are a very small group but we're doing our best!
I was fan of your mod and I was always willing to pay to play it.
Thanks man! People seem to like it which makes me happy. Makes all the years in development totally worth it. And it also makes me want to get crunching on new content...!
I love it! I'll have to pick it up retail soon!
The art behind the game is not really that advanced. We are and have always been a very small team. We design the assets and levels so that the overall picture looks as good as possible. The levels are all about atmosphere and involvement. A lot of our assets are also kind of old and outdated . Sorry, enough with the excuses!
I have been trying to find some time to deliver some breakdown images of various things. I took a couple of light + normal shots from the editor. I also tried to put together a breakdown for the lava material used on the boss levels. Not really satisfied with how I present the breakdowns. That's why there are so few. If anyone have any tips on how to create great breakdowns please point me in the right direction. I also took some shots of a couple of materials straight from our editor.
Enjoy!
I love the colors !
You guys makes me proud to be swedish