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
    DISCORD
    ♥ Join the Game Dev Academy Discord & get sorted into your Game Dev Academy house! - bit.ly/GDAdiscord ♥
    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
    MY PC SPECS (Affiliate links)
    CPU: amzn.to/30PEy7E
    GPU: amzn.to/2PPbnve
    Motherboard: amzn.to/30RfX21
    RAM: amzn.to/3fPxLz7
    PSU: amzn.to/2PN6bYL
    Case: amzn.to/3fSh0TT
    Keyboard: amzn.to/30PLfGM
    Monitor: amzn.to/2PQyl4S

КОМЕНТАРІ • 123

  • @WheyLandFitness
    @WheyLandFitness Рік тому +64

    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

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +3

      Thanks dude. I really appreciate that

    • @GG-cn6es
      @GG-cn6es 5 місяців тому +1

      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.

  • @Marcis.
    @Marcis. Рік тому +11

    Thanks for the shout-out and good luck with your project!

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +2

      Thanks dude. I'm looking forward to your next video 👍

  • @AaronMYoung
    @AaronMYoung Рік тому +43

    Again, thanks for the mention I appreciate it! I can't wait to see how this project develops... simply awesome!

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +5

      No problem dude. I hope it leads to some of my audience checking out your channel & your game.

    • @holdthetruthhostage
      @holdthetruthhostage Рік тому +3

      Respect to you man

  • @hamzafasih
    @hamzafasih Рік тому +6

    You had me at "4:3 aspect ratio" 💛

  • @YTRINX
    @YTRINX Рік тому

    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

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

      Ah nice. I hope you enjoy the rest of the tutorial :)

  • @protophase
    @protophase Рік тому +1

    This is cool! I'm trying to do a psx-esque horror game myself so watching this gives me inspiration. Subbed

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      Thanks dude. I hope you'll enjoy future updates

  • @cinebst
    @cinebst Рік тому +1

    great start! i love to see more unreal devs going for an old school style

  • @3DChaddd
    @3DChaddd 11 місяців тому

    Very cool idea with amazingly novel implementation. Gives me ideas ty

  • @dodoche6451
    @dodoche6451 11 місяців тому

    Incredible stuff

  • @rasbe7210
    @rasbe7210 11 місяців тому

    love this style

  • @TheDesknight
    @TheDesknight Рік тому

    very cool , i'd love to see more of the future game

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

      Thanks dude. I can't wait until I have more to share!

  • @professorgarison8492
    @professorgarison8492 Рік тому +1

    I absolutely love the concept here. Reminds me of the bloodborne demake, great video!

  • @washynator
    @washynator Рік тому +5

    Looks great! Now we just need a tutorial on how to achieve this ourselves! *winkwink* *nudgenudge*

  • @CupCakeUnleashed
    @CupCakeUnleashed 9 місяців тому +2

    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.

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      Thanks. I'm really enjoying getting stuck into the project. I'm currently working on the main character.

  • @jon8223
    @jon8223 Рік тому +1

    Definitely looking forward to this

  • @effortless4588
    @effortless4588 11 місяців тому

    Great informative video

  • @Skynet_is_Watching_You
    @Skynet_is_Watching_You Рік тому

    Very cool, more of this

  • @TheKaos1988
    @TheKaos1988 Рік тому +2

    More of this please

  • @VengefulSpectre
    @VengefulSpectre 8 місяців тому

    I actually found Aaron Young’s channel first and afterward your channel was suggested to me lol.

  • @VaporRonin
    @VaporRonin 4 місяці тому

    1:50 I'm feeling that space

  • @robonekokun
    @robonekokun 10 місяців тому

    I feel the struggle. Carry on lone Dev

  • @beforedrrdpr
    @beforedrrdpr Рік тому

    Its gonna be awesome

  • @VaporRonin
    @VaporRonin 4 місяці тому

    So black fog to emulate night... I never knew that was a real thing, I purely experimented on an editor. But super simplified.

  • @OpenMawProductions
    @OpenMawProductions 6 місяців тому +1

    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.

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      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.

  • @Elias01056
    @Elias01056 27 днів тому

    Why is this entertaining

  • @arielgimenez_95
    @arielgimenez_95 Рік тому

    excellent

  • @SemiSonicMiraculer
    @SemiSonicMiraculer Рік тому

    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 :)

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      Thanks dude. I do have another dev log in the works covering making models in Ps1 style

    • @SemiSonicMiraculer
      @SemiSonicMiraculer Рік тому

      ​@@GameDevAcademyok, I will wait 😉

  • @EuSouDallai
    @EuSouDallai 9 місяців тому

    Can you post a video showing how to create the dithering effect material function? Fantastic work btw!

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому +1

      Sorry, the material function was taken from someone else and I don't want to share their work without permission.

  • @antongrotov6840
    @antongrotov6840 10 місяців тому

    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?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      I'll be covering how I made the character in my next DevLog video

  • @tapikoBlends
    @tapikoBlends 2 місяці тому +1

    actually yes, ps1 style is very good for horrors and dark scenes

  • @diegocelestino4161
    @diegocelestino4161 8 місяців тому

    Top dude

  • @lukascreech3229
    @lukascreech3229 Рік тому

    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?

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      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

  • @noxmontage
    @noxmontage 8 місяців тому

    GO GO GO

  • @idc2120
    @idc2120 8 місяців тому

    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.

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      This is great information. I'll give this a try next time I work on the visuals. Thanks so much.

  • @holdthetruthhostage
    @holdthetruthhostage Рік тому

    Smart man finally making a game with the following & technology.
    One heads up use a template dont code from scratch

  • @user-hq8wm8giyujcg
    @user-hq8wm8giyujcg 8 місяців тому

    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

  • @FunnyGuyTimmy
    @FunnyGuyTimmy 6 місяців тому

    Is there any place where we can see or copy the blue prints/code from?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      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.

    • @FunnyGuyTimmy
      @FunnyGuyTimmy 5 місяців тому

      @@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.

  • @RDD87z
    @RDD87z 8 місяців тому

    im so in love with psx graphics..

  • @slime-smp
    @slime-smp 8 місяців тому +2

    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!

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      I kept it vague deliberately. I learned a lot of this from other people who sell the solution on the unreal marketplace.

    • @SgtPizZza
      @SgtPizZza Місяць тому

      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!

  • @Xathian
    @Xathian Рік тому

    I love the PS1 effect achieved here, wish that was deep dived enough that we could achieve it ourselves.

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +3

      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.

    • @jantaylor2000
      @jantaylor2000 Рік тому

      @@GameDevAcademy as an art student who’s only now trying to learn Unreal, I’d love a guide.

  • @A.S31811
    @A.S31811 11 місяців тому

    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?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      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.

  • @user-kr6rp9bt3h
    @user-kr6rp9bt3h Рік тому

    respect

  • @user-hq8wm8giyujcg
    @user-hq8wm8giyujcg 8 місяців тому

    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

  • @CactusQuade
    @CactusQuade 10 місяців тому

    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?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому +1

      It's the standard UE skydome. I just replaced the HDRI image

  • @angry_karakuri
    @angry_karakuri 11 місяців тому

    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!

    • @GameDevAcademy
      @GameDevAcademy  11 місяців тому

      I'm not using any lighting in this video. I am using emissive materials instead.

    • @angry_karakuri
      @angry_karakuri 11 місяців тому

      @@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

  • @Frigol33tGaming
    @Frigol33tGaming 9 місяців тому

    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.

    • @GameDevAcademy
      @GameDevAcademy  9 місяців тому

      Next video in this series should be out soon

  • @spectrablaze3760
    @spectrablaze3760 3 місяці тому

    i would kill for a bloody tutorial on the vertex snapping thing, feels like ive spent years trying to figure out this bullshit

    • @GameDevAcademy
      @GameDevAcademy  3 місяці тому

      The information is out there. It took me a couple of days but I found everything I needed.

  • @fewew7898
    @fewew7898 8 місяців тому

    You should show what the nodes actually do instead of having half of your post process material functions be collapsed

    • @GameDevAcademy
      @GameDevAcademy  8 місяців тому

      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.

  • @ChitaZ
    @ChitaZ 11 місяців тому

    Thank you for showing the jittering

  • @wolfbor1211
    @wolfbor1211 3 місяці тому

    What day would it be possible to make PS2 games in unreal engine or PS2 inspired games!?

  • @MT-ll3tu
    @MT-ll3tu 7 місяців тому +1

    Be funny to see how PS5 game look if had the same missing features the PS1 had like no Z-buffer.

  • @Sun_Seeker
    @Sun_Seeker 2 місяці тому

    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?

  • @KillerDudeT19
    @KillerDudeT19 8 місяців тому

    Wjat is that DitheringMF node at 4:45 ?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      It adds dithering to the post process material

  • @beforedrrdpr
    @beforedrrdpr Рік тому

    6:05 gated community of posh houses 😂

  • @Lavonne1
    @Lavonne1 8 місяців тому +1

    how do i get the ditheringMF?

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      It's a material function you have to make yourself. I found someone sharing the function via twitter.

  • @jimwalton8973
    @jimwalton8973 9 місяців тому

    I can imagine a "liminal spaces" inspired playground working well for this ...

    • @GameDevAcademy
      @GameDevAcademy  8 місяців тому

      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

    • @jimwalton8973
      @jimwalton8973 8 місяців тому

      @@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" ...

  • @AchwasTV
    @AchwasTV 4 місяці тому

    i really like how u speak

    • @GameDevAcademy
      @GameDevAcademy  4 місяці тому +1

      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 😊

  • @wolfbor1211
    @wolfbor1211 3 місяці тому

    If so can you please make a video on it if you can PS2 game make PS2 games!

  • @Fighter05
    @Fighter05 10 місяців тому

    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.

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      I kind of think the same. Thanks for confirming my own thoughts in the texture warping.

  • @FlamespeedyAMV
    @FlamespeedyAMV 7 місяців тому +1

    I'm so bored of horror ps1 style games, but i'm never truly bored of seeing PS1 style games lol

    • @GameDevAcademy
      @GameDevAcademy  7 місяців тому +2

      There's just something about the Ps1 visuals for me that makes them feel creepy.

    • @FlamespeedyAMV
      @FlamespeedyAMV 5 місяців тому

      @@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

  • @dubmah6616
    @dubmah6616 Місяць тому

    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

  • @VaporRonin
    @VaporRonin 4 місяці тому

    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.

  • @jak3y53
    @jak3y53 Місяць тому

    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

    • @GameDevAcademy
      @GameDevAcademy  Місяць тому

      The short answer is that I wanted to learn more about UE5

  • @aryantzh2028
    @aryantzh2028 4 місяці тому +1

    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.)

  • @--mail--3893
    @--mail--3893 8 місяців тому

    hey mate your game looks awesome! i have loads of music stems, SFX and ambience that you can have if youre interested

    • @GameDevAcademy
      @GameDevAcademy  5 місяців тому

      I'll definitely be looking for audio in the future.