I put together a youtube tutorial on working with Metahumans in Unreal Engine to create a typical video game NPC. It's a very powerful approach for an indie-scale game, but not automatic. This is what I came up with when working on an indie game last year: youtu.be/bRIgEFKT34o
Posts by Lucas Hardi
Here’s a solo playthrough for anyone finding the game confusing. It’s easier and more fun in a group! youtu.be/RyYg_W2ySzQ?...
It initially got promoted in the middle of the night so I suspect it has a small following overseas. It hasn’t been promoted for weeks so anybody playing is seeing the thumbnail from playing prior and saying “I’ll give that a go again”
It’s satisfying to see a steady stream of players find my Fortnite game even though I haven’t updated in a while fortnite.gg/island?code=...
Amazing work!
A little late to this post but I tick all the boxes for this role and I'd love if you'd consider me for it - sorry for the bsky ping but this is where I found the posting and it's tough to get past the recruiter screen these days. lucas.hardi.org
This is one of 16 worlds in the game so far. Adding more this week.
Just a little moment from my game recorded during last week's playtest. Gotta watch out for those Bippos
I'll post more about making the game on this account, and if you'd just like official updates that's gonna happen over here:
@konvogames.bsky.social
To learn more, share feedback, or hear about upcoming updates, hop on the Discord: discord.gg/EfMXd7EBG6
There's an informal playtest tonight - 9pm eastern time - I'd love it if you gave it a go! It's free and I promise you will NOT BE BORED. To play, search this code in Fortnite: 6197-5922-3657
I've spent the last 3 months full time building a new sort of game in UEFN (Fortnite). I'm really happy to be pushing it to Early Access today!
www.youtube.com/watch?v=DPCs...
Love this! I think of noise as 'detail' instead as it sounds more neutral to me (just personal pref). You added several forms of contrast that I never think about - very useful!
I'm making a game! I've been building WE GO in UEFN for the past few months and it's getting close to release. I've been really energized by what's possible with the combined strengths of Unreal and Fortnite and I'll have more to share soon
Valve had 'half-lambert' shading on TF2 which allowed more hand painting, and Moby Francke worked on the art style for TF2, then eventually found his way to Riot to work on Valorant, I believe. Arcane mixes the LoL/Dota 2 style with Valorant and Fortiche's own flavors.
Early 3D characters were chunky because you only had 1000 triangles to model with. MOBAs like LoL were chunky because the distant top-down camera made any smaller shapes invisible. This Dota 2 style guide was very influential at the time help.steampowered.com/en/faqs/view...
Arcane is very much in the style of early 3D video game characters when lighting was painted into textures. Quake 3 (Kenneth Scott), WoW, Metal Gear Solid, etc. Most of the industry got snared by normal maps and then PBR texturing, but some (like Riot) stuck with the hand painted look
Hmm, I probably had Warhammer Elf marble on my brain after working on that a few years before. That said, it could be a granite from the way it looks. . . probably this sort of thing:
Skyrim DLC was a lot of fun to work on - lots of thematic freedom and very fast turnaround
Some more old work from the Skyrim DLC folder. . .
Here's his puppy. I was pushing these concepts out very fast to meet tight DLC deadlines.
This ashy gargoyle fellow is from Skyrim DLC - 2011 or so
Here with a bit more crimson
The Crimson Fleet from Starfield. These were a collaboration between myself, Ray Lederer, Jay Clark, and Ben Carnow to design all the pieces in their various suits.
This was around the same time that I came up with the Constellation icon, which ended up sticking really well
Early design for the Constellation Suit from Starfield . . . I did this in ~2017 and liked the simplicity of this take, but it didn't fit with the art direction for the game