With the ExpoTees event coming up and tasks being cleared outside of my office work time, you may have noticed I took out some time to do some visual updates to the project to get a better range of beauty shots!
The battle gauntlet stage was given a more Dungeon-like feel, but removing gritty diffuses from the materials that came with the Multistory Dungeon free UE4 pack. Instead, I adjusted the colours to be more flat and saturated to help with the assets and depth.
Adjusted versions of my gameplay combatants were placed around in an action scene with FOV adjusted cameras and skewed mesh scales to get close in the action for the beauty shots.
After some tweaking to get the angle right, the Combat shot came out pretty good! There was some colour issues discovered right in my level's lighting setup, and by having some students look over it with me I was able to move the environment from a more dark and hard light environment to something more easy on the eyes.
The same was done again for the Team Play shot that displayed the theme of collecting different character meshes through multiple sessions, and hunting down treasure as a group.
Though the treasure at this time was simply an adjusted destructible barrel, it was enough to get me rapidly iterating some features. Just by looking like a Treasure Chest, it gave so much more of a reward feeling.
It's surprising how much feel can come from just the change of a static mesh component.
A look back at the brand also allowed me to look at titles occurring in search results. Aiming to avoid more serious or adult titles, I made some light some adjustments! Where the imagery of this game leads to a more light tone, I've adjusted it to My Traveller and further increased the height offset of letters, similar to My Sims!
It's subtle, but it does the job!
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