The big day has come!
@EuropaGame is yours now, it's finally out of my hands!
From the bottom of my heart, thank you for your support. I sincerely hope you love Zee's journey and find meaning in his story.
Enjoy the game!! π¦ π
7 years ago, I started making my dream game while balancing a AAA dev job.
Today, it's finally out on Steam and Switch.
Making Europa has changed my life, and I hope you love it as much as I've loved making it. π
Follow your nose to rescue lost sheep in the atmospheric world of The Free Shepherd.
Coming to PlayStation 5 and Steam in 2027.
Learn more: https://t.co/HWS2RQz4QV
Here is a full showcase of my custom Source 2-like light baking and probe implementation for Unreal Engine 5.
Features showcased:
- Volume based probe system (full density control, fade between volumes with a volume fade slider, automatic volume priority and custom priority overrides)
- GPU Lightmass with expanded features like a custom denoiser and overall QOL (like a bake volume which only bakes objects inside the volume for fast prototyping)
- Custom Box Capture implementation to make it easier to use (basically just a custom way of scaling the box capture component since its so annoying)
- A custom fullbright viewport option for easier map editing (without having to get visual clutter in the way)
Will eventually release on FAB as a plugin for UE 5.7. Everything is running inside an Epic Launcher Downloaded version of UE5 in this showcase.
#UnrealEngine5 #UE5 #GameDev
Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments).
Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas.
Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended!
Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level π«
#UnrealEngine5 #UE5 #GameDev
Weβre joined by Tor Frick, Creative Director at Neon Giant to talk about @NOLAWthegame and how Unreal Engine enabled their small team to create an immersive, high-fidelity shooter.
Using Nanite, @NeonGiantGames were able to create pipelines that helped their artists handcraft spaces with intention and retain high detail across surfaces. MetaHuman, Lumen, MegaLights, PCG and Niagara Data Channels enabled the team to achieve their vision for Port Desire, with NPCs that react to dynamic lighting and a world that reflects the player's exploration.
Wow I hadn't seen this trailer in over a decade. I remember us all working hard on Crysis 2 and this was part of the E3 2010 marketing push. It got the entire team fired up as hell!
Good trailers hype up players, but nobody talks about how much they hype up the developers too!