I used them as a starting point before applying further tweaks to get closer to my references and the look I wanted.įor the daytime scene, UE5’s default Directional Light + Sky Light setup worked quite well, as it automatically adjusts the color and intensity of the light and sky based on the angle of incidence. The big numbers take a little time to get used to, but they work pretty well once exposure is properly adjusted. For the daytime scene, I decided to start with real-life brightness values, which can be found fairly easily on the Internet. Thanks in no small part to Lumen, lighting was a comparatively simple part of the project. It also allowed me to work on my use of references, proportions, materials, and areas that I thought needed improvement from my previous projects.Ĭreating day/night lighting scenarios using Lumen I decided to strive for a very grounded type of photorealism, with a mundane, everyday aesthetic that anyone could relate to. For that reason, I wanted to aim for an aesthetic that resonated with me personally. Since lighting was quite a challenging stage for me, I also used Epic Games’ Lighting Essential Concepts and Effects course as my main learning material.Įvery other project currently on my ArtStation started as either a commission or an assignment, so this was my first, serious, entirely personal project. Migrating the project to UE5 was seamless I only had to enable the new rendering features in the project settings and switch all the lighting to real-time. At the start of the project, I was limited to working on an old PC and found that UE5 performed better in some ways, especially as Lumen cut out the excessive baking times for Lightmass and enabled me to iterate on lighting faster. This was also one of the reasons I didn’t end up using Nanite for my assets. I started Etchū-Daimon Station on Unreal Engine 4 and switched to UE5 halfway through. It works, but you will clip through objects if you start physically moving away from the center.The beginning stages of the Etchū-Daimon Station project NOTE 2: Room-scale vr is not officially supported. If you have one connected and want to play it normally, you will have to disconnect it first. NOTE 1: The game will automatically start in VR mode if a VR headset connected. It is possible to complete the entire game using only VR and your preferred control input method.Įdit: I've got one report that VR has some issues which may cause nausea, so proceed with caution. The controls are explained as the game progresses, but if you get stuck at any point I've included two text files in the main directory, one with the controls, the other with a guide on how to beat the game. The biggest difference is the very end of the game has been changed slightly to make beating it more consistent. Supported controls: Mouse + Keyboard, Playstation and Xbox controllers, VR motion controllers.Īdditional Notes: The gameplay is nearly identical to the original. HQ SSR Turned off and resolution at 35% gets ~30fps with these specs Performance: The game has been optimized however, there are graphics options to help further increase performance if you have a less powerful GPU.ĬPU: i3-7100U 7th Generation with Intel HD 620 Textures, models, animations, gameplay, and code have been recreated from scratch (more details on this in the development logs). Unreal PT was under constant development over the course of 9 months, starting in April 2018 and ending in January 2019. Unreal PT is a short psychological horror game, completely recreating the athmosphere and gameplay of the PT originally published on the Playstation 4.
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