Crafting Retro Horror: Developing an Authentic PS1-Style Game in Unreal Engine 5 - DevLog #1
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- Опубліковано 20 тра 2023
- Well hello there. Welcome to the very beginning of my game development journey. By following this series of videos you'll be able to see me develop my first ever game. I have decided that I am going to make a PS1-style retro horror game and in this first devlog, I share how I have gone about recreating the classic look of a PlayStation 1 game. If you find this video useful then subscribe to make sure you see future updates and consider checking out my Patreon page if you'd like to support my work (link below).
LINKS TO OTHER CHANNELS FEATURED IN THIS VIDEO
Aaron Young: @AaronMYoung
Marcis: @Marcis.
Modern Vintage Gamer: @ModernVintageGamer
PATREON
Want to support my work and become a Game Dev Academy governor? Then check out the Patreon page & come and join us! ►► / shanewhittington
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MORE VIDEOS FROM ME
• The Secret to Hide TEX... The Secret to Hide TEXTURE REPETITION in Unreal Engine 5
• QUICK TRICK to Realist... QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE
• Amazing PHOTOREALISTIC... Amazing PHOTOREALISTIC Landscape Blend Material in Unreal Engine 5.1
• The Secret to make Unr... Making Unreal Engine 5.1 PHOTOREALISTIC in 10 mins
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As someone who also has tons of project ideas that are sitting in my dusty notebook, i find just getting started is the biggest step. Hope to see more from this in the future, definitley nailed the ps1 aesthetic so far
Thanks dude. I really appreciate that
Also, you'll never nail down the idea 100% before starting so you might as well just start. A lot can change during development, and that's a good thing. Iteration is the key to quality.
Thanks for the shout-out and good luck with your project!
Thanks dude. I'm looking forward to your next video 👍
Again, thanks for the mention I appreciate it! I can't wait to see how this project develops... simply awesome!
No problem dude. I hope it leads to some of my audience checking out your channel & your game.
Respect to you man
You had me at "4:3 aspect ratio" 💛
😂😂😂
I'm so glad you approve!
lucky to see you uploaded haha, I'm currently watching your older tutorial series and I'm on #16 of your UE4 blueprint tutorial for beginners
Ah nice. I hope you enjoy the rest of the tutorial :)
This is cool! I'm trying to do a psx-esque horror game myself so watching this gives me inspiration. Subbed
Thanks dude. I hope you'll enjoy future updates
great start! i love to see more unreal devs going for an old school style
Thanks dude
Very cool idea with amazingly novel implementation. Gives me ideas ty
Incredible stuff
love this style
very cool , i'd love to see more of the future game
Thanks dude. I can't wait until I have more to share!
I absolutely love the concept here. Reminds me of the bloodborne demake, great video!
Thanks dude - appreciate it
Looks great! Now we just need a tutorial on how to achieve this ourselves! *winkwink* *nudgenudge*
I really like the idea of capturing the asthetic while not limiting yourself to that era of technology. Like object deformity and advanced physics/animation.
Thanks. I'm really enjoying getting stuck into the project. I'm currently working on the main character.
Definitely looking forward to this
I hope it doesn't disappoint.
Great informative video
Thanks.
Very cool, more of this
Thanks. I'll do my best 😊
More of this please
I'll do my best :)
I actually found Aaron Young’s channel first and afterward your channel was suggested to me lol.
The perfect one-two combo!
1:50 I'm feeling that space
I feel the struggle. Carry on lone Dev
I'll do my best!
Its gonna be awesome
I hope so!
@@GameDevAcademy it already is
Thanks so much :)
So black fog to emulate night... I never knew that was a real thing, I purely experimented on an editor. But super simplified.
Using vertex colors for "baking light" on the characters and environments is also a good one. Also using blob shadows (decal) under the characters is good too.
Unfortunately getting real-time vertex lighting in Unreal Engine, any version, is very limited. It is a tremendously cool looking retro effect, but you're usually limited to no more than 8 or 9 vertex lights. Best thing to do with unreal lights is to turn off the dynamic shadows and reduce the world light bounce to just 1.
In probably not going to worry too much about vertex lighting. Although it's nore authentic, if I focus too much time on features like this I'll never make any progress! I will probably take a look at implementing a blob shadow for the character though.
Why is this entertaining
excellent
Thanks ☺️
Never be finished? Well, yes, but imo it's easy style if we talk about basic post process effects and modeling, we just need ideas. You have an excellent beginning, so don't stop and continue your work as far as possible. Nice work, good luck! :3
P. S.: my recommendation, if you would like to empower retro feelings from playing horror, you can add VHS effect (as minimum, color effect) Also, you can add sharping effect, but it's unnecessary :)
Thanks dude. I do have another dev log in the works covering making models in Ps1 style
@@GameDevAcademyok, I will wait 😉
Can you post a video showing how to create the dithering effect material function? Fantastic work btw!
Sorry, the material function was taken from someone else and I don't want to share their work without permission.
Hi! You channel is great! I wanna figure out how to model something in maya in 3D and to make it pixelerated like characters were in retro games. Or it is better to do in the engine with textures as in this video?
I'll be covering how I made the character in my next DevLog video
actually yes, ps1 style is very good for horrors and dark scenes
Top dude
Top comment.
I love how the PS1 artstyle is getting so much love, also, Id like to ask, do you think that the PS1 artstyle would play nice with a complex open world creature collector where you wanted a simple means to work on a world in which you can roam and just watch the wildlife and enjoy the world around the character?
I think the Ps1 look would be great for that kind of game. It would really speed up the process of creating the artwork for it
GO GO GO
If you use the screen percentage setting to pixellate your game, also remember to set upscale quality to 0, as this will remove any smoothing. Disabling any advanced features like lumen, TSR, reflections, AO etc. is also a must.
Using the screen percentage will also make your game easier to run for lower end platforms as opposed to using a post process material on a full resolution game as that will actually make it more costly. Considering UE5 is already a beast of an engine, this might be something to consider.
This is great information. I'll give this a try next time I work on the visuals. Thanks so much.
Smart man finally making a game with the following & technology.
One heads up use a template dont code from scratch
❤️❤️❤️
low poly and pixel games test creators to push the boundaries of creativity and craft in this style, the best thing about it is it has low budget for talented indie devs, and it just take very low processing power for budget gamers, i can play a great full fledge creative original 2d or 3d game made in low poly or pixel with my weak pc and probably in my mobile device, this trends needs to be keep popularizing more and more
Is there any place where we can see or copy the blue prints/code from?
I probably will not share the blueprints because much of what I have learned came from others who have chosen to sell the blueprints. If you look around you can figure it out like I did.
@@GameDevAcademy Okay. I have been having an issue with getting the animation to change when the character is moving or performing any action and I have tried four methods so far with nothing working. That’s why I ask.
im so in love with psx graphics..
Would be awesome if you went into a little more detail on the setup for the post processing setup, I'm having a hard time finding the ditheringMF option and Mask (R G) options not showing up for me?
As well as setting up the other material parts, connections, systems
Thanks!
I kept it vague deliberately. I learned a lot of this from other people who sell the solution on the unreal marketplace.
Mask RG is just the math node that is probably preselected once you type in "mask", its called "component mask"
the ditheringMF is a self made Material Function, you can find free resources on how to create your own dithering material function node out there
good luck!
I love the PS1 effect achieved here, wish that was deep dived enough that we could achieve it ourselves.
I may do a guide in future. I'm still not happy with everything. Will need more work before I can share how everything was done.
@@GameDevAcademy as an art student who’s only now trying to learn Unreal, I’d love a guide.
What texture sample nodes did you use? I'm trying the same nodes but the texture samples never look like the right ones. Can you tell me what texture sample nodes to use?
I was, deliberately vague with this because I pieced it all together from the work of other people. I don't want to share it because I don't have permission to do so. The answers are out there if you look for them though.
respect
i love modern adaptation of low poly graphics of ps1 n64, but we need more mid poly graphics style of ps2 gamecube wii also, and there are so much variety in it low mid poly, mid mid poly, high mid poly
Hi there! I'm just starting out game development, I'm really drawn to the older style graphics/low poly horror games. Could you please explain how that skydome works?
It's the standard UE skydome. I just replaced the HDRI image
Hello, thank you for showcasing some of this. Hope you're still happy doing what you're doing.
I'm kinda working on something similar but I've as a matter of fact run into a small issue. I see you're using more or less the same approach that I am for the pixelation and posterization but I'm having some issues with pixels flickering here and there. My guess is that it's Lumen.
If I may ask, what's your lighting setup? I'm currently using Lumen and my main lightsource is an ambient cubemap from a skylight. I'm not using anything other than that.
However, for testing and debugging, I've opened up a new project and the default level in 5.1.1 still has the same issue. As soon as I add the posterization to it, pixels start almost dancing around. If I remove the pixelation, it works. If I remove posterization, it works. Both just freak out and it's not very pleasant to look at. lol
Maybe I'm missing something in some settings somewhere. Thanks and keep it up!
I'm not using any lighting in this video. I am using emissive materials instead.
@@GameDevAcademy Ah, I see. Thank you.
By the way, since you've replied; Should you run into the same issue, one thing you could do is add the posterization to your master mesh material instead. It's not gonna give the banding effect when looking around but atleast it's somewhat of a solution. Better than nothing. lol
wow, these graphics looks terrible, and I LOVE IT :D Really brings me back to games like Silent Hill, Tomb Raider and Metal Gear Solid which I spent many hours playing on the PS1. Looking forward to seeing more of your progress.
Next video in this series should be out soon
i would kill for a bloody tutorial on the vertex snapping thing, feels like ive spent years trying to figure out this bullshit
The information is out there. It took me a couple of days but I found everything I needed.
You should show what the nodes actually do instead of having half of your post process material functions be collapsed
I didn't want to show too much, as I have pieced the materials and post process together from other sources and I know they sell them in the unreal marketplace.
Thank you for showing the jittering
You are most welcome
What day would it be possible to make PS2 games in unreal engine or PS2 inspired games!?
Be funny to see how PS5 game look if had the same missing features the PS1 had like no Z-buffer.
🤣
I am very curious. Do Unreal engine 5 games have inherently worse performance that if you where to use another engine? If so why did you choose this engine over others? What is the killer feature of Unreal? Also would you recommend it to a beginner?
Wjat is that DitheringMF node at 4:45 ?
It adds dithering to the post process material
6:05 gated community of posh houses 😂
😂😂😂
how do i get the ditheringMF?
It's a material function you have to make yourself. I found someone sharing the function via twitter.
I can imagine a "liminal spaces" inspired playground working well for this ...
Sounds awesome. Have you got examples you can send me? I was thinking of including a playground. Would liminal spaces work in low poly? The ones I have seen are usually ultra photorealistic
@@GameDevAcademy I was thinking of
1. Chernobyl, Pripyat playground.
2. That scene from terminator. You know empty swings burning play horses.
When i said Liminal i meant anything eerie , dreamcore, surreal and strange.
Could be a lost playground of someones dying thoughts and memories as they search for there "Rosebud" ...
i really like how u speak
Thanks. I'm actually quite self conscious about my accent and speaking voice so it's nice to know some people like how I speak 😊
If so can you please make a video on it if you can PS2 game make PS2 games!
I have worked on a ps1 style game before and I think you should leave affine texture warping out. PS1 developers and artists who are purists will hate it but I found with playtesting that retro horror fans who didn't grow up with the console find it the most jarring and nauseating effect. Affine texture warping warps closer to the camera and only ever existed on PS1 so its one of effects people are just not used to at all in a video game.
I kind of think the same. Thanks for confirming my own thoughts in the texture warping.
I'm so bored of horror ps1 style games, but i'm never truly bored of seeing PS1 style games lol
There's just something about the Ps1 visuals for me that makes them feel creepy.
@@GameDevAcademy for sure, I just feel it's getting bit stale or generic if makes sense, maybe I just need to be wowed by a PS1 style horror game again
I'd suggest finding texture that has less information so you do not end-up with pixel noise. I used to work on ps1 games back in the days as an environment artist and one thing that was really efficient was smart sharpen and playin with your values to increase contrasts. so the information you need is easier to read at low resolution . and indexed colors
People plan a game for years? It can take seconds to make one up, at least a quarter of the way, WITHOUT AI, rest of that could be development and outreach.
why would you use ue5 for this type of game.. theres no reason for that at all and ue4 would better fit since its heavily debloated without the useless gimmicks that comes with ue5
The short answer is that I wanted to learn more about UE5
i don't get why indie devs wanted to do some backward things like this while AAA company always keeps evolving (like from 2D to 3D, from pixelated texture to ultra realistic texture, etc.)
hey mate your game looks awesome! i have loads of music stems, SFX and ambience that you can have if youre interested
I'll definitely be looking for audio in the future.