@@Otakubro6 it's not technically a downgrade, considering making a game by yourself is already hard af, making super realistic looking stuff is basically impossible unless you want to spend the rest of your life making your game, and since you'll have to settle for simpler graphics, it's much better to base them off the old stuff that still looks good and make your simpler graphics look more appealing. it's about having a clearer vision of what you want your game to look like, since you're trying to replicate a specific style. you could very well just do what you can and think is enough for every piece of your game, but if you don't have a specific 'look' in mind for your game, it's probably gonna end up looking kinda ugly, for example, look at "asset flips" games, which are usually made with a lot of assets that have already been created and you can get in the unity store or wherever else, these games usually look really bad because even if they use high quality textures and models, they're all over the place, meanwhile you look at a game like ULTRAKILL, that replicates the PS1 era graphics perfectly, and it all looks amazing, even though it's obviously not "modern graphics" and it's technically a purposeful "downgrade"
Ah, memories. I was working as a character modeler during the PS2 era and I remember creating assets with these kinds of polycount and texture size limitations. There were definitely other limits at that time which aren't really relevant anymore if you're just going for the look of the PS2 game assets(like low influence bone count per vert when skinning/weightpainting) . I know you started from a base mesh for the character, but if you ever wanted to create something from scratch(like a creature or a human), you can use a modeling technique that we often used at the time called "cylindrical modeling". It's a variation of the box-modeling style but it allows you to really control and manage polybudgets. Because you can determine overall polycount by either using 8-sided, 6-sided, or even 5-sided cylinders(lowest you can go while still maintaining a "cylindrical" shape with gouraud shading before you get to box shapes). You shape out the body, arms, legs, tail, whatever, as separate cylinders before you start cutting into them and joining them together.
thanks for this! I used cylinders as my primitives for the bases over cubes most of the time, way easier than using unfilled vertexes or subdividing cubes
Reminds me of Airport Inc., an airport management game from 2000. The graphics were 3d but the models were so low-poly the airplanes had triangular engines. I guess anything can be a barrel if you are desperate enough. Then again the game looked ugly even back at the time so I'm not sure what point I'm trying to make tbh...
i’m really really glad to see PS2 graphics getting more attention-even if the same hardware limitations that defined the PS1 aren’t present, the aesthetic is still amazing and deeply nostalgic and worth remembering i am very very interested in this project and whatever team re:liminality will do in the future
HOLY SHIT.. ive been obsessed with ps2 games for super long and im an aspiring indie dev who also wants to make ps2 styled indie games and watching this video inspired me so much for my passion projects, its really hard to find other game devs who talk about making ps2 styled games so it was a huge relief finding this video. Im really excited to see the future of liminal cage and hope to play it once it releases!
Hey, loved the video and I instantly realized it was inspired by P3, but I also noticed that the running and walking animations are missing their ups and downs, Basically the start of the walking/running cycle is when the character have their knees unfolded, but as they walk near the middle of the cycle their knees fold and their body goes down with it, if you add that to animations you will noticed how much more alive they are, you can even customize it a little to convey personality, there are a bunch of videos explaining running cycles so I hope this helps.
I love when games r made with older visuals and modern mechanics. There's so many quality of life improvements that can make old games even more amazing.
Thanks again for sharing your dev history! The character/monster design look great. Best of luck to you and your dev team I’m sure the final product will be amazing!
Oh hell yeah. Earlier this year, I wanted to do exactly this and make a game in Unreal with PS2 graphics, but I couldn't find any good resources on how to do it, and quickly gave up. I didn't really know what to look for outside of that one video on UA-cam of that guy talking about his horror game project, and it was rough. Especially because I felt like an idiot asking anyone for help. This is a really nice place to start, if I ever want to pick that project up again.
happy to see somebody i've been following on twitter on my recommended :o thanks for the peek at your process. it's reassuring that someone making things of this caliber is also still tinkering the same way i do :) fantastic work here, and elsewhere! ( i LOVE your tunes in They Speak)
so cool! i want to make my own jrpg as well, but always told myself i wasnt ready or didnt have the skills yet (i dont have the programming side, just art). and you always hear that advice of "make your first game simple," so i was intending to work on a different idea for my first. but i just cant get my original jrpg game out of my head! it lives in my head rent free because i really love it. i still "work" on it, but dont have a demo or anything really, because ive told myself im not ready yet. but here you are, going full steam ahead on your idea! granted, you have more dev skills than i do, but its showing me i straight up have no more excuses getting started lmao.
I like seeing technical devlogs that show how it's done like this, while also talking about the game itself. It looks like it's going to be sick and a more sinister take on some of the Persona series ideas, I'll be keeping up to see the progress
we're definitely going for more of a horror angle than Persona. A lot of the similarities between LC and Persona are almost exclusively in the visual style. thanks for watching!
I just watched the video and OMG this looks pretty awesomeee! I know that the inspiration is from persona but it just really reminds me of one of my favourite games on the psp Fate/Extra, even the games logo kinda looks like the Fate/ExtraCCC game logo! I am very hyped to see where this project goes, you guys are cooking good!
Greetings! UA-cam suggest your video and I glad that it do! I'm a beginner GameDev and my goal it's do game with visual/graphics of PlayStation 2 era... There is a lot tutorials to make a "Low Poly" PlayStation 1 or even N64 stuff, but not so much about the "Not so Low and not so High Poly" of PlayStation. YOU SAVED ME! Now I know what I need to do with my models to look like something will put on DVD
I just came across your channel over on twitter by chance and I'm so glad I did, I absolutely love videos like this, watching you work through the process of making a rpg gets me so inspired to start making a game of my own at some point. Keep up the great work I just hope the next devlog is quicker than 6 months because I am invested :D
"you shouldn't make a jrpg as your first game but someone's gotta do it" I feel that brother... I decided to make mine nonlinear too. Almost a decade in the making... Almost done. Best of luck to your project as well!
great video!! I'll be following your project for sure, you have a great future ahead of you. loved the char designs, loved the modeling... this made me want to start developing my stuff too haha keep it up!!
This was a lucky find for me. I happened to be working on my first ps2-inspired model for an Air Gear character, but I was procrastinating because I got frustrated with UVs. This'll definitely be useful.
there's one video i watched that goes over UV mapping by CG Cookie that I found really helpful. I also recommend Easeam and UV Squares or ZenUV if you're using blender. Easeam has a mark by flat surface so you can mark UVs around a selected portion of an objects surface.
@@iamdemidevi Thank you so much! Which would you recommend the most? ZenUV is a bit pricey, but I would be willing to go for it if it's better than the other 2 put together.
it has different uses. I caught it on sale so it wasn't too bad. Easeam id recommend over squares cuz you can achieve it in a more janky way (select quad, align its vertices horizontal and vertical till its a straight rectangle, select your other quads while its selected and then hit Follow Active Quads, and itll make all the other follow the same quad size. Easeam also has a better unwrap algorithm than base blender
If you manage to accurately recreate ps2 ambiance without clogging it with too many “modern” “filters” that will be extremely impressive. I’m really hyped and looking forward to this.
these character models are incredibly cute. I'd love a more full look at how you go about making them. most tutorials are either low poly or too high fidelity
I think a jrpg isnt the worst genre to start for your first commercial game for me it's perfectly fine its actually nice to see a rpg devlog my own game uses ps1 graphics since I am more of a jack of all traits then a master of 1 but this is just impressive
finally, an indie game with ps2 era visuals
Yeah. PS2 had some of the greatest games. So great that AAA studios keep remaking them.
Why would you want too downgrade the graphics on purpose?
@@Otakubro6 it's not technically a downgrade, considering making a game by yourself is already hard af, making super realistic looking stuff is basically impossible unless you want to spend the rest of your life making your game, and since you'll have to settle for simpler graphics, it's much better to base them off the old stuff that still looks good and make your simpler graphics look more appealing. it's about having a clearer vision of what you want your game to look like, since you're trying to replicate a specific style.
you could very well just do what you can and think is enough for every piece of your game, but if you don't have a specific 'look' in mind for your game, it's probably gonna end up looking kinda ugly, for example, look at "asset flips" games, which are usually made with a lot of assets that have already been created and you can get in the unity store or wherever else, these games usually look really bad because even if they use high quality textures and models, they're all over the place, meanwhile you look at a game like ULTRAKILL, that replicates the PS1 era graphics perfectly, and it all looks amazing, even though it's obviously not "modern graphics" and it's technically a purposeful "downgrade"
@Otakubro6 are you /srs?
@@Otakubro6 stylistic choices
Ah, memories. I was working as a character modeler during the PS2 era and I remember creating assets with these kinds of polycount and texture size limitations. There were definitely other limits at that time which aren't really relevant anymore if you're just going for the look of the PS2 game assets(like low influence bone count per vert when skinning/weightpainting) .
I know you started from a base mesh for the character, but if you ever wanted to create something from scratch(like a creature or a human), you can use a modeling technique that we often used at the time called "cylindrical modeling". It's a variation of the box-modeling style but it allows you to really control and manage polybudgets. Because you can determine overall polycount by either using 8-sided, 6-sided, or even 5-sided cylinders(lowest you can go while still maintaining a "cylindrical" shape with gouraud shading before you get to box shapes). You shape out the body, arms, legs, tail, whatever, as separate cylinders before you start cutting into them and joining them together.
thanks for this! I used cylinders as my primitives for the bases over cubes most of the time, way easier than using unfilled vertexes or subdividing cubes
Any tutorials on this form of modeling?
Reminds me of Airport Inc., an airport management game from 2000. The graphics were 3d but the models were so low-poly the airplanes had triangular engines. I guess anything can be a barrel if you are desperate enough.
Then again the game looked ugly even back at the time so I'm not sure what point I'm trying to make tbh...
Dont even think about abandoning this project, this game has a huge future
Will this age like milk, or wine? Input your SNS votes now!
So is p6.
@@ultimaxkom8728 like milk man wtf are u ppl even serious. It’s all so soulless and built on a pre made model LULLLLLLLLLll
An indie JRPG game with PS2 styled graphics?
Pure greatness. 😭
i’m really really glad to see PS2 graphics getting more attention-even if the same hardware limitations that defined the PS1 aren’t present, the aesthetic is still amazing and deeply nostalgic and worth remembering
i am very very interested in this project and whatever team re:liminality will do in the future
I loved the bit about the fog hiding the fact there's no building in case anyone tripped, pretty funny
HOLY SHIT.. ive been obsessed with ps2 games for super long and im an aspiring indie dev who also wants to make ps2 styled indie games and watching this video inspired me so much for my passion projects, its really hard to find other game devs who talk about making ps2 styled games so it was a huge relief finding this video. Im really excited to see the future of liminal cage and hope to play it once it releases!
glad you found it :)
Def looking forward to future dev vlogs and eventually the game's release
Hey, loved the video and I instantly realized it was inspired by P3, but I also noticed that the running and walking animations are missing their ups and downs, Basically the start of the walking/running cycle is when the character have their knees unfolded, but as they walk near the middle of the cycle their knees fold and their body goes down with it, if you add that to animations you will noticed how much more alive they are, you can even customize it a little to convey personality, there are a bunch of videos explaining running cycles so I hope this helps.
Absolutely psyched for this one. Been keeping an eye on it for a while!
thanks!
I really appreciate the Serial Experiments Lain transitions. That's hella unique.
It's looking a beautiful, the style of that era is my childhood!
I am actually so into this. I love the ps2 Persona games and their aesthetics, so this is like a dream come true!
Definitely gonna follow this project from now on! This game looks absolutely amazing!
I love when games r made with older visuals and modern mechanics. There's so many quality of life improvements that can make old games even more amazing.
Thanks again for sharing your dev history! The character/monster design look great. Best of luck to you and your dev team I’m sure the final product will be amazing!
Much appreciated!
Loving the visuals, definitely spot on with ps2 like models and environments
I love the old graphics, especially ps2 era, happy other people feel the same too
yo those models looking amazing
Oh hell yeah. Earlier this year, I wanted to do exactly this and make a game in Unreal with PS2 graphics, but I couldn't find any good resources on how to do it, and quickly gave up. I didn't really know what to look for outside of that one video on UA-cam of that guy talking about his horror game project, and it was rough. Especially because I felt like an idiot asking anyone for help. This is a really nice place to start, if I ever want to pick that project up again.
Got this recommended from a friend and MAN am pumped for this game once it comes out! looking forward to the progress, take your time and don't rush!
Yo, this looks cool! I'm definitely interested in seeing where this project goes.
The Lain transitions got you a sub! I loved that show!
happy to see somebody i've been following on twitter on my recommended :o
thanks for the peek at your process. it's reassuring that someone making things of this caliber is also still tinkering the same way i do :)
fantastic work here, and elsewhere! ( i LOVE your tunes in They Speak)
thank you!!!!!!!!!!!!!!!!
the fact your wearing every hat required, fairly well, is really commendable - good job!
slowly giving hats away but i try my best!
seeing the behinds the scenes creation of this project is pretty interesting.
Love it! happy to see this project is still going strong! Love the visuals already. It is super refreshing to see an indie with ps2-esque visuals!
Especially great to hear how you built this team, that's the hardest part sometimes.
Dude, loving your OST!!
thank ye!
Excited for this game it looks like it will be the type of game I’d love good luck and enjoy the development excited to watch your game grow ! 🎉
so cool! i want to make my own jrpg as well, but always told myself i wasnt ready or didnt have the skills yet (i dont have the programming side, just art). and you always hear that advice of "make your first game simple," so i was intending to work on a different idea for my first. but i just cant get my original jrpg game out of my head! it lives in my head rent free because i really love it.
i still "work" on it, but dont have a demo or anything really, because ive told myself im not ready yet. but here you are, going full steam ahead on your idea! granted, you have more dev skills than i do, but its showing me i straight up have no more excuses getting started lmao.
This was so interesting and cool! Thanks for sharing how you achieved such visuals. I'm definitely staying tune to see how the project turns out 😊
Holy moly all this could be avoided with therapy lol the best descripting I've heard of SH2
I been seeing this project through Phil's twt and honestly I love this!!
I'll start following this project!!
Amazing project! I'll certainly keep an eye open to this, it's something really specific I've been wanting for a while.
thanks so much! i listen to your tunes all the time
@@iamdemidevi that's a big honor! Good luck with development (and if you need anything, let me know).
@@_mosq hit me up on twitter or discord. lets make this happen
hey I was just thinking about this channel the other day, glad you're uploading again! ^^
thanks!
I like seeing technical devlogs that show how it's done like this, while also talking about the game itself. It looks like it's going to be sick and a more sinister take on some of the Persona series ideas, I'll be keeping up to see the progress
we're definitely going for more of a horror angle than Persona. A lot of the similarities between LC and Persona are almost exclusively in the visual style. thanks for watching!
i love the enemy designs so much
noemata my beloved
looks amazing cant wait for more the ps2 look is so nice to see im so glad peeps are bringing it back :)
I just watched the video and OMG this looks pretty awesomeee! I know that the inspiration is from persona but it just really reminds me of one of my favourite games on the psp Fate/Extra, even the games logo kinda looks like the Fate/ExtraCCC game logo! I am very hyped to see where this project goes, you guys are cooking good!
that was another reference game for me! I love the OST and presentation, incredibly underrated
Good luck with your endeavor
The Noemata look so incredibly cool!
I came looking for tips on my own game, but this game project is one I'm gonna follow, it looks awesome!
Very inspiring for a fellow game dev! great job so far :D
This video was amazing. Very interesting devlog and funny at the same time. Good luck with your project, even though you don't need it!!!
Greetings!
UA-cam suggest your video and I glad that it do!
I'm a beginner GameDev and my goal it's do game with visual/graphics of PlayStation 2 era...
There is a lot tutorials to make a "Low Poly" PlayStation 1 or even N64 stuff, but not so much about the "Not so Low and not so High Poly" of PlayStation. YOU SAVED ME!
Now I know what I need to do with my models to look like something will put on DVD
This is Amazing! Great job working on your dream.
I just came across your channel over on twitter by chance and I'm so glad I did, I absolutely love videos like this, watching you work through the process of making a rpg gets me so inspired to start making a game of my own at some point. Keep up the great work I just hope the next devlog is quicker than 6 months because I am invested :D
Thank you, we'll get it out as fast as we can!
"you shouldn't make a jrpg as your first game but someone's gotta do it"
I feel that brother... I decided to make mine nonlinear too. Almost a decade in the making... Almost done. Best of luck to your project as well!
I'm so excited for this project, keep at ti !
I'd like to see more PS2 era style tutorials in your dev logs
👏👏👏Congratulations!🎉🎉🎉
The Spiderverse intro is just amazing.
Great video, thanks for sharing.
Keep pushing! Keep showing us your learning :D
Here for this bro this looks sick
Immediate like for the Lain reference
Very Cool Project, keep up the good work 👍
This looks very promising and I can’t wait to see what else you have in store for this game!!! I’m going to be keeping up with your project lol
Such an underrated channel, you have the humour and presentation down to a T
omg I just watched your ps1 computer tower tutorial the other day! thanks for the kind words :)
This is soo good omg, we will be seated
This looks so cool!!!!!!! Good luck with your game making^^
You had me at "alright, guys"
Fantastic work buddy!
This is amazing, thank you so much for sharing.
great video!! I'll be following your project for sure, you have a great future ahead of you. loved the char designs, loved the modeling... this made me want to start developing my stuff too haha
keep it up!!
sometimes the algorithm just gives you the COOLEST SHIT
This was a lucky find for me. I happened to be working on my first ps2-inspired model for an Air Gear character, but I was procrastinating because I got frustrated with UVs. This'll definitely be useful.
there's one video i watched that goes over UV mapping by CG Cookie that I found really helpful. I also recommend Easeam and UV Squares or ZenUV if you're using blender. Easeam has a mark by flat surface so you can mark UVs around a selected portion of an objects surface.
@@iamdemidevi Thank you so much! Which would you recommend the most? ZenUV is a bit pricey, but I would be willing to go for it if it's better than the other 2 put together.
it has different uses. I caught it on sale so it wasn't too bad. Easeam id recommend over squares cuz you can achieve it in a more janky way (select quad, align its vertices horizontal and vertical till its a straight rectangle, select your other quads while its selected and then hit Follow Active Quads, and itll make all the other follow the same quad size. Easeam also has a better unwrap algorithm than base blender
Yep, I'm completely interested in this game. Lemme just search everything I can about it...
Lovely video, I wish you success!!
Visuals look great but i may be a bit bias lol. Also the sense of humor in vlog was fantastic as well so keep it up. I'll be keeping an eye on this
Beautiful work, keep it up
gonna watch this in a couple years when i start making my own PS2-type game
I'm hoping you guys cast soon because i'd love to try applying for a role.
let's all love lain!
Let me introduce our new artist philozoid. *Solid Snake starts speaking.*
Pixel Era, Ps1 era and now the Ps2 era has finally come upon us
7:28 digital devil saga spotted
This looks like a fun project!
Lmao, that controller hack is incredible.
If you manage to accurately recreate ps2 ambiance without clogging it with too many “modern” “filters” that will be extremely impressive. I’m really hyped and looking forward to this.
this looks sick
yooo, so excited to play this even tho i dont got a pc
BLOOD CRISIS MENTIONED 🗣️
And they speak from the abyss too, holy shit
This is so amazing!!
really cool video, love the intro lol
I just did a college project for PS2 models, I wish I discovered this channel sooner 😭
i hope your project went well and you got an A!
i'm ngl using steam input to work in UE is banger of an idea
This is literally the coolest shit ever
Ok, I’m interested in following you
i made a lot of stylised textuers
aand this might help me make more
This was great. Would you consider making a video on how you went about learning 3D Modelling and the tools you used?
cool i also wante to make a ps2 aesthetic game, good luck
these character models are incredibly cute. I'd love a more full look at how you go about making them. most tutorials are either low poly or too high fidelity
Id love to look at a timelapse of your blender workflow!
Looks cool bro hope things workout for you
I think a jrpg isnt the worst genre to start for your first commercial game for me it's perfectly fine its actually nice to see a rpg devlog my own game uses ps1 graphics since I am more of a jack of all traits then a master of 1 but this is just impressive
what?????? beautiful??? I love it????????????????????
I'm making a jrpg as my first game cause that's literally the only genre of game I'm interested in making
Im Gana sub for this man
His a Genius
Ps2 style modeling, good. Finally