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Sing Me To Sleep (atmospheric exploration narrative protoype)

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  • Sing Me To Sleep (atmospheric exploration narrative protoype)





    S I N G M E T O S L E E P

    website | playable prototype | videos | twitter @acatalept



    Your name means
    "song of remembrance..."

    You are our memory,
    the memory of a dying world,
    a world that lost its way.

    The world around you
    is so very big,
    and you, you, my child,
    are so very small.



    singmetosleep is an atmospheric,
    exploration-based interactive narrative.

    Vast minimalist forms, a stark color palette,
    and an evocative soundscape.

    There are no real monsters.

    Not really.



    Download playable prototype (May 4th, 2014) -- with optional Rift DK1 support -- from itch.io!

    Updated prototype with Rift DK2 support coming soon!

    story details

    singmetosleep website

    follow @acatalept on twitter







    Some kind words from those who've played the prototype:

    Indie Impressions video preview

    Kill Screen Daily

    Alpha Beta Gamer

    Warp Door

    Game Sphere

    Zockah.de





























    VIDEOS


    2015/02/28: minimalist soundscape





    2015/01/31: alternate visuals without dynamic lighting





    2014/10/17: realtime global illumination and soft shadows





    2014/09/18: ArchViz flythrough





    2014/04/29: early Oculus Rift walkthrough





    2014/04/16: early exploration









    website | playable prototype | videos | twitter @acatalept

    Last edited by acatalept; 07-13-2015, 01:16 PM.


    SINGMETOSLEEP (surreal dreamscape narrative)
    / PARASOMNIA (hypnagogic labyrinth) / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

  • #2
    I'm new to UE4 (coming from Unity), but I'm very impressed with the tools and workflow. And of course the out-of-the-box visuals (for a non-artist like myself) are just incredible...
    Last edited by acatalept; 05-23-2015, 11:30 PM.


    SINGMETOSLEEP (surreal dreamscape narrative)
    / PARASOMNIA (hypnagogic labyrinth) / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

    Comment


    • #3
      Wow, it's really coming together in the second video Keep us posted!

      Comment


      • #4
        I have to say, this is probably one of my favorite things I have seen in UE4 yet. Everyone gravitates to the usual fps, 3rd person, sidescroller, or flying game. Most of them are spawned because the developers were inspired by something they played or a game series they enjoyed. (Not saying this is terrible), however it causes a "stale" monotonous repetition that can get discouraging. Unique games don't really come out anymore. But I have to say, it looks like you might be on to something very unique

        BRAVO!
        Portfolio
        UE3 - Advanced FX Masterclass Part 1 DVD
        UE3 - Advanced FX Masterclass Part 2 DVD

        Comment


        • #5
          Looking great, the atmosphere in the second video is very nice. Will be keeping an eye on this.
          Portfolio: https://www.artstation.com/artist/paulroach

          Comment


          • #6
            Looks awesome - that kind of desolate snowy atmosphere is something i'm trying to achieve myself (I've only had the engine for a couple of days thought, and a few hours to play with it - hoping to get some real time with it soon)

            Comment


            • #7
              This is pretty neat I like it. keep at it.

              Comment


              • #8
                Do you use atmospheric fog with a density gradient in order to achieve that foggy look at the edge of the terrain?

                Comment


                • #9
                  Amazing and unique. I'll be following this project. Love the 2001: Space Odyssey Influences.

                  Comment


                  • #10
                    Cool stuff man, that second video has a lot of atmosphere. The sound adds so much!

                    Comment


                    • #11
                      Looking great!

                      Comment


                      • #12
                        Thank you all for the compliments! I'll continue to post as I progress.

                        Originally posted by TheOldWizard View Post
                        Do you use atmospheric fog with a density gradient in order to achieve that foggy look at the edge of the terrain?
                        I'll post the exact details when I next get a chance to sit down and crack open the project. I *do* remember spending a lot of time playing with a combination of atmospheric fog and exponential height fog to get where it is now, and it's still not totally obscuring very distant objects/scenery (which is my goal).


                        SINGMETOSLEEP (surreal dreamscape narrative)
                        / PARASOMNIA (hypnagogic labyrinth) / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

                        Comment


                        • #13
                          fantastic! Looks super creepy and intriguing. Kept expecting a slenderman or something to scare the banana pudding outta me.

                          Comment


                          • #14
                            Originally posted by acatalept View Post
                            Thank you all for the compliments! I'll continue to post as I progress.



                            I'll post the exact details when I next get a chance to sit down and crack open the project. I *do* remember spending a lot of time playing with a combination of atmospheric fog and exponential height fog to get where it is now, and it's still not totally obscuring very distant objects/scenery (which is my goal).

                            Alrighty im looking forward to that post.

                            Comment


                            • #15
                              Originally posted by TheOldWizard View Post
                              Alrighty im looking forward to that post.
                              Regarding the fog settings, I was misremembering: as it turns out, I had high hopes for atmospheric fog giving me a sort of "distance haze" as shown in the image at the top of this page: https://docs.unrealengine.com/latest...Fog/index.html

                              But after a lot of experimentation I could not get more than a negligible effect. As it turns out, I'm currently only using an Exponential Height Fog. And even with this, I spent a lot of time playing with the Height Falloff, Max Opacity, and Start Distance, and ultimately left these at default, instead simply jacking the density up to 1.0 and dropping the fog actor *way* below (-25000) my ground plane to get the current look:





                              Like I said, I still aim to have scenery/objects beyond a certain threshold gradually disappear completely into some sort of fog, but I haven't found a way yet.


                              SINGMETOSLEEP (surreal dreamscape narrative)
                              / PARASOMNIA (hypnagogic labyrinth) / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

                              Comment

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