![]() (creators of the MYST franchise, and pioneers of the adventure/puzzle genre) are working on a new game called Obduction - intended to be the spiritual successor to MYST and Riven. Utilizing Unreal Engine 4, and tasked with a relatively large-scope project, our small team of developers faced a number of unique content-creation challenges. ![]() Obduction is a spiritual successor to Myst from its creators at Cyan, so a lot of its fun comes from the sense of accomplishment you feel when solving its mind-bending puzzles. This lecture will outline the problems we ran across, as well as the solutions we employed - and how our toolset allows us to tackle complexities presented both by the intrinsic difficulties of realtime 3D world-building as well as inherent limitations of UE4 itself. It is meant FOR artists, presented BY an artist. ![]() Many of these tools were developed using only UE4's Blueprint and Material system, and are ALL focused on making content-creation as streamlined and painless as possible. ![]()
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