Decluttering and simplifying areas on CS2 Inferno.
Currently there's a lot of 'unnecessary' clutter and map designs affecting player visibility.
Here are example edits removing objects, simplifying walls and flattening floor elevations to make competitive gameplay 'cleaner'.👍
A thread about pedestrian guard rails in Tokyo, why not.
This one is very common. They are used along the municipal roads. It represents both the T of Tokyo and a leaf of the ginkgo tree, often considered as the symbol of the city.
Thanks to the combined power of the PixelFX PS2 GEM and the RetroTINK 4K (to reach 2160p output) - it's possible to achieve crystal clear, digital true 480p output from a game like Metal Gear Solid 2. No noise, artefacts or issues. Truly exceptional.
One of my least-liked design elements of suburban design is this inaccessible landing I see in foyers.
Any creative solutions for "staging" it out there?
Silent Hill 3 was released 20 years ago and is still a work of art. The incredibly detailed textures, the animated blood effects, the real time shadows... and the fact that it runs on a PS2. Everything seems so advanced for the time.
Splinter Cell Chaos Theory has an interesting way of handling animations. Instead of switching from a crouching animation to an idle one (like most games), I think it freezes the frame of the animation that was playing instead, and adds a "breathing" movement on top?
Some examples of environments from SPRAWL.
They nailed the grungy Asian Cyberpunk aesthetic. The verticality of the levels not only conveys the oppressive atmosphere of a decaying city, but also serves the parkour gameplay.
Occasionally, I come across a game (mostly indie) that seems to have been tailor-made for me.
This is SPRAWL, and if you've been following me, you can probably guess why I like it.
Thanks to everyone who followed me after the whole suburban design meme thing.
As you may have guessed, I like Mirror's Edge a lot. In fact, I'm currently creating a scene in UE5 inspired by ME's aesthetic.
I ported my scene based on Hitchcock's Rear Window to
#UnrealEngine5
The lighting is all real time. I'm really impressed how powerful Lumen is!
ヒッチコックの裏窓を作成してUE5に移植しました。
@UnrealEngineJP
@UnrealEngine
This project seems to never end, but at least I'm starting to get into the phase where I can have fun placing little details like decals, store signs, etc...
This one is also common. They look like eyes, and it's because they were designed originally for the Meguro-ward in the 70's. The first kanji of Meguro (目黒) means "eye".
Nowadays, we can find them pretty much everywhere. I even found some in Mirror's Edge.
Those can be found in the Katsushika-ward. Katsushika is famous for having 3 rivers (Edogawa, Nakagawa and Arakawa), so the guard rails represent the flow of the water.
I'm pretty disappointed by the visual of the
#XIII
remake. They completely removed the comic book style and went for something that looks like Fortnite. It's unappealing.
"This corner of the map isn't used much, people just run past it, so don't try too hard, okay?"
Valve's artist, creating the coziest kitchen ever put in a game:
@PaladDosBoliN
Yeah I definitely see the point in some of these, and makes sense in a highly competitive game like CS.
It's just funny to see the comparisons and imagine the environment artist tearing their hair out watching them.
It's been a while since I posted any progress on my scene. Here are some pictures to see the evolution since the first placeholders.
#screenshotsaturday
#UE5
Those can be found apparently in the Shinagawa-ward and they represent a stylized version of the kanji of Shinagawa (品川).
Though I often walk in Shinagawa and I never saw them so I guess they are pretty rare.
The guard rails of the Adachi-ward. They represent a tulip, which is the official flower of the ward.
You can see how guard rails change depending of the wards. The left side of the street is Katsushika, the right side is Adachi.
Some original designs from the Edogawa-ward. One is for the Edo-river. The other one is the official emblem of the ward (which represents a dove as the symbol of peace).
There are so many so I can't cover them all, I'll eventually add more if I found some cool designs.
Meanwhile, you can also check this blog which covers all kinds of guard rails in Japan:
The atmosphere in RoboCop Rogue Legacy is so well done. Every street feels dangerous and filthy, and makes me want to take a shower.
Having grown up playing Max Payne and Mafia, this is the kind of atmosphere I was missing.
If you’re an environment artist or just interested in architecture/urban landscapes in general, and if you happen to go to Paris, I recommend to check out Volume. It’s a bookshop specialized in this subject and it has tons of books which are great for inspirations.
My picks:
One aspect of world building I've always liked in Mirror's Edge is the fact that the trees are white.
It's a bold artistic decision that suits the game perfectly, but also suggests that real trees become so rare that only artificial trees exist in this city.
I've been playing Northern Journey, a very unique adventure game made by a Norwegian solo developer. We're invited to explore the Nordic wilderness, finding secrets and fighting many enemies (mostly giant spiders and insects).
The atmosphere really speaks to me.
Since I brought up SPRAWL, I might add that it recreates the location of "that" scene from Ghost in the Shell.
This is apparently becoming a thing, I've also seen it in Cyberpunk 2077 and in an HL2 mod called NeoTokyo Kshatriya.
A lot of people have played Mafia (the original). But have you played "Chameleon" released in 2005? It's a spy action stealth game made with the Mafia 1 engine, but it remained super obscure because it was released only in few Eastern European countries.
I finished my new
#UE4
project just in time before 2021!
It's a recreation of the set of Alfred Hitchcock's Rear Window. You can check the Artstation page for more screenshots.
Please RT & share!
ヒッチコックの「裏窓」をUE4で再現しました。
I finally played Exit 8, and it was very interesting. The fact that it takes place in an ordinary, clean and well-lit corridor of a Japanese subway, and not in yet another gloomy house like a lot of P.T. clones, is what makes this game so effective.
I guess it makes sense for a spy who has to stay dead silent, but it also looks pretty goofy. It's like he's playing red light/green light or something.
Sometimes I feel like my career as an environment artist exists because I make those AC units every few years, like a ritual to calm the gods of the air conditioning.
My guess is that AI art detection algorithm that sucks and people falsely accusing artists for using AI and harassing them will be a problem in the next few months.
I had a craving for a stealth game, so I decided to replay the first Splinter Cell.
It still runs great on modern PCs with a fan-made patch that fixes shadows and adds widescreen support.
If you visit Akihabara and go near the Mansei bridge, you can see this mysterious spot with stairs and a hidden room.
Apparently, there is no access and there is no document that explains its purpose.
"G-Cans" is the commonly used name for the underground water infrastructure project in Saitama. And as far as I know, there are at least 2 sewer levels that seem to be inspired by it, in Mirror's Edge and Ghostwire Tokyo.
@Arvydas_B
I think Hollowbody seems to nail the PS2 survival horror aesthetic. Not sure if it could actually run on the hardware, but we can feel the inspirations.
If you enjoyed this thread, I imagine you also like Tokyo and urban designs in general.
I'm creating right now a scene in Tokyo using Unreal engine, so if you're interested please take a look 🙏:
I'm playing "Raising the Bar: Redux", an ambitious mod for Half-Life 2 that attempts to reimagine the story of HL2 with an atmosphere closer to the original leaked beta.
City 17 looks more like a big city with an art deco aesthetic, with a much darker and oppressive feel.
Another game that surprised me this year was Jusant. It's a beautiful climbing adventure game that manages to play with scales and give the impression of gigantic structures.
The soundtrack is also very good.
@jakejfried
My uncle (Junji Kobayashi) animated this. I remember visiting his workplace when I was a kid, it was full of drawings of perspective study he did for Jumping.
Looking at it again today, I am amazed by the amount of work behind it, without any computer.
I just finished Chop Goblins by
@DUSKdev
The Greece level is one of the most aesthetically pleasing levels I've played in a game this year. It looks like an improbable mix between Serious Sam and Mirror's Edge.