Hey folks,

For late #screenshotsaturday I have part of a larger set of levels for a game prototype I've been working on. More pixel art in @UnrealEngine -- let me know if you like these kind of posts.

Short #gamedev thread below on the scene!
I really enjoyed the character animations, and at the moment I'm using stock-standard Paper2D animation states but will change to PaperZD or Pixel2D soon for their extra features... or switch to 3D pixel texture low-poly :)
This scene also makes heavy use of a single master material that uses a lot of material parameter collections, enabling a lot of nifty stuff like managing all of my emissives/diffuse boosting etc. to be done from one place.
The camera is forced perspective at 15 FOV, with PPU of 0.4 Pixels because the scene scale is set to a 'realistic' with the default UE4 humanoid. Lighting portal, importance volumes as well as back lights were really great at this scale.
Curtain is a cloth sim (I learned only today, so it's not that great), with physics constrained sprites (ZY axis locked). The plants on the planter are using a linear mask alpha with a lerp on a wind module in the material; this lets them only move above their anchor points.
Critters were heaps fun to do, that's all I have on that one.
You can follow @Emre_C_Deniz.
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