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Thread: [WIP] Republic Sniper

  1. #1
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    [WIP] Republic Sniper

    Hey guys, I’m Patrick from MartianCraft, one of the artists working on Republic Sniper.

    For the past few weeks we’ve been posting Screenshot Saturday updates in the WIP forum for our game. We wanted to keep you updated on future progress through one easy-to-follow thread. Let's start with our previous Screenshot Saturday posts!
    Last edited by eXi; 05-05-2015 at 06:18 PM.

  2. #2
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    January 10th's Screenshot Saturday post

    Quote Originally Posted by jeff_lamarche View Post
    Many months back, we switched from Unity to UE4 for our project, Republic Sniper. I wrote a blog post on the decision, which ended up on Hacker News and Slashdot and got a fair amount of attention.

    Our first few months on UE4 were really just spent learning. Once we started understanding the tools and engine code and had a feel for the basic process, we switched to an iterative approach, blocking out all of our levels to a powers-of-2 grid, and then continually testing the levels, tweaking them, and upping the level of detail with each pass.

    We're now starting to see the light at the end of the tunnel and are ready to begin doing regular screenshot Saturday posts of our progress.

    We've been working on seven levels so far, with two others in very early concept stages. Today, we're going to show our progress on the first two levels of the game, dubbed "Training Day" and "Hangar".

    Training Day was the first level we ever worked on for Republic Sniper. It's a training and rifle range on a very large spaceship called the ERS Oberon. These screenshots actually represent our third version of of this futuristic shooting range. The first version was created in Unity and was a playable prototype and proof-of-concept. Our second version was done in UE4 and it's what our artists and level designers built to get comfortable with UE4's tools. We didn't pay much attention to playability or story while building the second version, though. This third version is part of our new, constant iteration approach. These comparison shots show where the level is now compared with the blockouts we did a few months ago.

    Republic Sniper is actually a small piece of a much larger universe we've been fleshing out for several years. Our story bible, scripts, and universe guide contain over a thousand pages of back-story, character history, and sundry details about technology, politics, and universe in general. We're not ready to share much of the Republic Sniper story yet, but to help set the stage for this first Screenshot Saturday, here are the first two draft pages of the Training Day intro cinematic.

    Training Day progress comparison: (click for full-size)


    If you're interested in seeing the previous version of Training Day, it's shown in the blog post linked above (or right here).

    Our second level, called simply "Hangar" is a cavernous flightdeck and hangar bay from the same ship. From a story perspective, this level was put in to convey the enormous scale of the ship to the player. The script and signage will tell the player that this is one of many hangar bays on the ship. To give you an idea of scale, the little red shapes on the hangar floor are people-sized scale reference models.

    Hangar progress comparison: (click for full-size)


    We welcome any feedback, criticism, or comments. Thanks!

  3. #3
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    January 17th's Screenshot Saturday post

    Quote Originally Posted by jeff_lamarche View Post
    Continuing on with our commitment from last week to do weekly #screenshotsaturday posts, here's a few more WIP shots from Republic Sniper. We still focusing on the first two levels, "Training Day" and "Hangar". The first three images are refinements to the Hangar Bar level blockouts, including the Flight Control Room (first image), small craft parking loft (#2), and the "stair hub" (#3). The rifle range from the Training Day level is a multi-purpose area. Here (#4),you can see a blockout of it set up for urban combat training.

    Our levels are fairly large in scale for a mobile game, so one of our big concerns is performance, so another thing we did this week was add a whole mess of random walker AI bots to patrol one floor of the hangar bay. Fifteen of them. We've turned on FPS display for that level for this week's internal build and are paying attention to framerates across different devices. So far, the performance has been great on the later generations of hardware, though we're expecting to have to do some performance tuning for the older hardware (iPad 2, iPad Mini) as we get further along. It's too early to optimize yet, but it's never too early to know where our hot spots are likely to be.

    As always, comments, suggestions, and criticisms are welcome. Feel free to follow us on Twitter if you want WIP shots other than #screenshotsaturday.

    Thanks for looking!



    Bonus screenshot: hostile bot swarm! This is a PIE shot and definitely not approved for public use, so I'd probably be in trouble for posting this one if I wasn't the boss.

    The color of the bot's text and joints gives us visual feedback about each bot's current alert state to help us when working on AI logic. The color ranges from blue (not alerted) through green, yellow, orange, and then red (which indicates maximum alertness). Our bot character class has a number of options to let it communicate alertness to other hostile bots (nearby bots, bots within line of site, bots in same squad, bots within a certain distance, or all bots on level) and bots can optionally communicate the location where they last saw or heard something. The bots with yellow and orange were facing away when I entered the room, those that are red were looking at the door as I entered. Alertness if the biggest factor in many of our behavior tree decisions.


  4. #4
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    January 24th's post

    Quote Originally Posted by jeff_lamarche View Post
    Another week, another ScreenShot Saturday and another Republic Sniper dev update.

    This was a challenging week. We love our in-house projects, but our bread and butter is our work for clients. Sometimes that means that our in-house projects like Republic Sniper lose resources because a client project goes into crunch time. That happened to us this past week on Republic Sniper. Art and level design continued as normal, but we got very little done on the programming or gameplay side.

    The most tangible progress this week (that I'm allowed to show) was the Hangar Control room. This room acts, basically, as the nerve center for the hangar bay, serving as both Ground Control and Flight Control. Up until recently, it wasn't much more than a few cubes, but now it's really starting to take shape.



    We realized this week, that GDC is just around the corner. Yikes! We've decided to really focus on the hangar level from now until GDC. For the last few months, we've been spreading work across several levels as we iterated. For the conference, we want one level at a higher visual fidelity so that we can demo it. If all goes according to plan, I'll have Hangar Bay loaded on an iPad or three while I'm out there, so if you're at GDC and want to see Republic Sniper on device, ping us on Twitter during the conference: @RepublicSniper

    We did a lot of concepting work this week, but I wasn't able to convince our artists to share any of that yet. I should have some of that to share in the next week, though, and I'm still holding out hope that I'll be able to follow up in a little bit with at least one bit of concept art today or tomorrow. Call it Screenshot Saturday Part 2 (or Screenshot Sunday).

    Starting next week, we should also start having higher-resolution, normal mapped, and textured models showing up in this level.

    Like last week, I'm sneaking in a bonus PIE image that my artists haven't signed off on. Last week, we threw a whole bunch of bots onto the Hangar level to test performance (worked great except on oldest supported iOS devices). Walking into the hangar substructure and having 15 glowing bots look at you and then start chasing you is actually kind of a surreal experience. If you're fast, you can get through the swam and get away, but if you dawdle, you're quickly surrounded by bots and unable to move.

    Fortunately (or unfortunately), our AI doesn't know how to shoot or go up stairs yet, so you only have to make it to the stair hub to be safe, then you can taunt the bots all you want.


  5. #5
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    January 31st's Screenshot Saturday post

    Quote Originally Posted by jeff_lamarche View Post
    We had a great week this week. I think it was the fear of the rapidly approaching GDC that motivated us, but we saw a lot of movement on the hangar deck, which is our main focus right now.

    Our artists put a lot of work into setting up a detail and texture pipeline for assets, and our first textured and detailed asset rolled off the assembly line earlier this week, which was kind of a cool thing for us:



    Our catwalk and cargo/ship movers became recognizable assets in the blockout this week and, overall, the hangar just started looking a lot more finished.



    We also started blocking out (on a separate sublevel) a combat scenario that will happen on this map. We're not ready to give away too much of the story yet, but at some point, the ship gets boarded and Hangar Deck B-7 is one of the primary points of entry for Seditionist boarding parties.



    Earlier this week, ZBrush 4R7 with Keyshot integration came out, and our artists were just giddy about that. You'd have thought it was Christmas morning and they were eight. With the improved hard modeling tools, Alex started adding detail to some of our existing assets and doing preview renders with Keyshot. Here's a Keyshot render of the Republic Automated Defense Turret.



    As always, we welcome any feedback or questions. Thanks for reading!

  6. #6
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    Some early mood paintings for level concepts, and the playable UE4 blockouts that resulted






    An early version of the initial training level for Republic Sniper, pushed through with textures and lighting. Runs smooth as butter on mobile devices.






    ...And a blockout of the same level with new ideas for the layout to the main training area


  7. #7
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    Some more visual development work, now. We're creating many of the hero assets in Zbrush, which now has great Keyshot support, allowing us to quickly look dev everything from architecture to characters







    Some earlier visdev work on smaller props





    The same turret textured and in-game






  8. #8
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    Lovely work. I really enjoyed watching the blockouts turn into the final versions. Keep them coming

  9. #9
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    Luminary
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    So question for you guys at martiancraft -

    Are you guys using some form of custom shaders with Unreal 4?

    How are you able to get the performance that you are getting on iOS?

    Could you go into some form of Technical detail?

    Also mind giving some advice when targeting mobile?

    Either way you game looks stunning so far.

  10. #10
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    Quote Originally Posted by HeadClot View Post
    Are you guys using some form of custom shaders with Unreal 4?
    No custom shaders to date, at least in terms of writing our own HLSL shaders. We have a hand full of "Master" UE4 materials and then we use material instances on the actual models. While we haven't gotten into heavy texturing yet, I don't honestly foresee the need to write shaders. UE4's material system is pretty amazing and has let us move quite a bit of workload from programmers to artists. That could change - it's possible that we might want to do something that the Material system can't handle, but if I were a betting man, I'd bet on us being able to get this game shipped without writing a line of shader code.

    Quote Originally Posted by HeadClot View Post
    How are you able to get the performance that you are getting on iOS?
    We avoid demoing on older devices.

    I'm kidding, kind of. We haven't gotten to the point of optimizing yet, but so far, on the 5S, the iPad Air, and all later devices, we always 30-35 fps even on our biggest, most complex levels. Epic and Apple get the credit for that, not us. Trying to run current builds on the iPad or original iPad Mini can be a little painful, though. That's a problem for later in the dev

    Quote Originally Posted by HeadClot View Post
    Could you go into some form of Technical detail?
    Sure, I'll try to include more technical details in my Saturday updates, which I'll be putting in this thread going forward.

    Quote Originally Posted by HeadClot View Post
    Also mind giving some advice when targeting mobile?
    Since moving to UE4, honestly, the biggest challenge on mobile is coming up with good controls. We've spent a lot of time working on our move mechanic, and we're not done. You have to find a balance. You simply can't offer the amount of movement freedom you can with a console controller, so you have to choose which aspects of control are important to your game and which parts you can take away from the player somehow without hurting gameplay or immersiveness.

    Historically, mobile has been very constrained in terms of computing resources. Devices never had enough memory, processor speed, or GPU cores to do what you wanted to do, so you had to compensate with all forms of cheat - special pared back shader. Our original Unity version had five or six completely custom shaders, all written trying to get the look our artists wanted at a decent framerate on device. We haven't really had those issues since moving to UE4, though, honestly. The shader compilers and render pathway automatically handle most of that for us. That, combined with significant jumps forward in mobile computing power, have made these traditional mobile issues less of a factor for us.

    It is important to decide up front which devices you're willing to sacrifice to get the experience you'd like, too. While we'd love to ship Republic Sniper so it supports all iOS devices that Apple currently supports, we'd be okay cutting support for older hardware if we can't get the performance we want on those devices without sacrificing too much in the way of image quality of framerate. Android, which will likely be the second platform we ship on, is much more challenging in that respect. You can specify certain requirements, but there are so many devices by different manufacturers, running different variants of the OS, most of which are usually at least a year old, and many of which have been customized by carriers, running on different hardware architectures, that you're likely to have some devices that just don't run your game well if you make it graphically rich.

    Quote Originally Posted by HeadClot View Post
    Either way you game looks stunning so far.
    Thank you, that's really nice to hear. Our art team is phenomenal and UE4 has been a great tool for us.

  11. #11
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    It was great seeing you guys on the stream yesterday. The Republic Sniper is looking great. Best of luck!

  12. #12
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    Because of Patrick's mid-week post for the Twitch.tv stream, we don't have a lot of new images for this #ScreenShotSaturday post, but the large bulkhead pillars have been retopo'd, normal and textured mapped and moved into the hangar bay game level. The upper part of the hangar bay is starting to feel much more complete and real. There are still lots of areas that need to be detailed and textured, but there's a depth and solidity staring to happen. It's beginning to feel like a real place, which feels really good.



    For those who saw the Twitch.tv stream two days ago, we don't have a lot of new information to share this morning. We went into crunch time leading up to our visit to Epic, so I think we're decompressing a little right now. I know, at least, I am.

    Speaking of the trip to Epic, it was fantastic. What a genuinely nice (and, of course, smart) group of people. Everybody we met, worked with, or talked to was just super cool. I was a fan of Unreal and Epic before the trip, but the visit may have tipped me over into full FanBoy mode. Just the fact that a gaming giant like Epic would roll out the red carpet for a team our size blows my mind. They made us feel like a partner more than a customer, and we had a great time. So, thank you, Epic (and Chance and Dana) for having us.

    I fear there's no rest for the weary with GDC coming up in just a few weeks. We have a bunch more things we want to get done before the show. We won't have any official presence on the show floor at GDC, but I'll be out at GDC and will be happy to show people the game on device and answer questions or just shoot the bull with anyone who wants to talk. I'm also always interested in seeing what others people (especially small and indie shops) are working on, so if you've got a WIP you want to share, I'd love to see it too.

    I promised more technical details, but I'm a little exhausted and hungover this morning, so I'm going to beg forgiveness for not starting more detailed technical stuff with this update. As always, though, if you have specific questions, technical or otherwise, we're more than happy to field them here.

    Lastly, I want to thank the team, especially Alex, Patrick, and Thomas, for really digging in their heels and getting so much stuff finished last week.

    Thanks for reading!
    Jeff

  13. #13
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    I've been pushing the team to post pictures throughout the week. It's hard to pry these darn unfinished shots out of our art team, sometimes, though. This is a modular catwalk system that Alex is working on right now. these are high-poly ZBrush models rendered in Keyshot. They'll be moving to retopo in the next day or two and should be in-engine by next #ScreenshotSaturday.


  14. #14
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    Your guys art is epic!

    Wish I had your skills

  15. #15
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    Quote Originally Posted by HeadClot View Post
    Your guys art is epic!

    Wish I had your skills

    Thanks! Honestly, I wish I had these skills, too. Alex is a ZBrush beast. I mostly just put dents in red spheres when I try to use ZBrush.

  16. #16
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    Hey gang! This is Thomas (top-knot, beard) saying hello. If anyone has any specific questions about the tech or our approach to various problems I'm more than happy to address those here.

    Thanks for checking us out!

  17. #17
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    That reminds me. I really should introduce the team. Rob and I, and sometimes Thomas, usually get to be the public face of Republic Sniper, but it's very much a team project. So, without further ado, here is the Republic Sniper team:

    • Thomas: Lead programmer and almost entirely responsible for our cool move mechanic and, frankly, most interaction in the game. Thomas also pitches in on just about anything that needs to be done, whether it's left or right brained. He's the one that imposed some order on our formerly chaotic development process. (Twitter)
    • Alex: Concept Artist, character artist, environment artist, high-poly wizard, Unicorn™ (Twitter)
    • Patrick: All around 2D and 3D artist, plus video & FX (he did almost all of the visuals of our trailer himself, in two weeks). (Twitter)
    • Jen: Marketing, outreach, evangelism, plus pestering the artists for stuff to show the world. (Twitter)
    • Rob: One of the other owners of MartianCraft, Rob worked with me brainstorming the original Turncoat idea and played a large part in helping me develop the Universe our game takes place in. He's also doing the music and audio for Republic Sniper, and he wrote, produced, and did audio for the trailer. (Twitter)
    • Kevin: Our project manager. He helps keep us doing what we need to be doing. (Twitter).
    • Me (Jeff): I'm primarily responsible for story, script, & universe, plus I do the AI programming and pitch in on other programming tasks (mostly C++, but some blueprint). I also do some modeling, rigging and animating, but mostly proxy stuff that won't make it into the final game because #notaunicorn. I do the ScreenShot Saturday updates (Jen does the rest of the social media stuff, though) and I also get to be the public face of the game and take credit for the hard work everybody else does.

    We all wear many hats on a team this size, so nothing up there fully captures what anybody does, but I think it gives a general idea about the current division of labor. Other people at the company have contributed to Republic Sniper and likely will in the future, but this is what I generally consider to be the core team. We'll also likely be using some freelance talent as we get further along. The voice work on the Trailer was done Deanna Moffitt, and we intend to use voice actors for the rest of the game. We may also be looking to use other freelance artists as time goes on.

    If you're an artist (character, environment, animator) and would like to be considered for freelance work, please don't hesitate to send your resume, portfolio, or cv to jeff at martiancraft.com or using the contact info in my forum profile. As always, we welcome questions and comments about anything we're doing.

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    Hey everyone! Our guys were hard at work cleaning things up yesterday so we didn't have a lot of new pretty things to show until today. We've been baking normal maps to make low poly assets look high poly.

    Name:  B9qaQr3CIAAhLRD.png
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    Tweet: https://twitter.com/RepublicSniper/status/565934315364560896/photo/1

  19. #19
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    thats a nice bake, would like to know how the artist got around to do it, settings and such. Thanks and great work!!!
    Game Artist

  20. #20
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    Quote Originally Posted by AzamKhan View Post
    thats a nice bake, would like to know how the artist got around to do it, settings and such. Thanks and great work!!!
    Thank you. Let me go unchain one of the guys from their desks and see if they'll come explain the process we're using.

  21. #21
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    Quote Originally Posted by AzamKhan View Post
    thats a nice bake, would like to know how the artist got around to do it, settings and such. Thanks and great work!!!

    Glad you like it. Our basic process is a high res version from Alex done in Zbrush, which he then decimates and passes along to me to retopo and bake. I retopologize in Maya and bake in it as well, using a mix of the geometry/surface modes. Pretty straight forward, with lots of test bakes to check for distortion. Then it's on to Substance designer for surfacing and textures (the image you see has not been surfaced yet)

  22. #22
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    Quote Originally Posted by MartianCraft Patrick View Post
    Glad you like it. Our basic process is a high res version from Alex done in Zbrush, which he then decimates and passes along to me to retopo and bake. I retopologize in Maya and bake in it as well, using a mix of the geometry/surface modes. Pretty straight forward, with lots of test bakes to check for distortion. Then it's on to Substance designer for surfacing and textures (the image you see has not been surfaced yet)
    Could you guys go into some detail on what processes and Applications you use to bake your Maps (AO,Normal,Cavity,etc.)?

    I am learning right now and Would love to hear from you guys

  23. #23
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    Quote Originally Posted by HeadClot View Post
    Could you guys go into some detail on what processes and Applications you use to bake your Maps (AO,Normal,Cavity,etc.)?

    I am learning right now and Would love to hear from you guys
    Hey! Alex is here. Like Patrick said, we generate our normal maps in Maya. Normal map is really the key here. AO and Cavity is generated from Normal map in application of your choice. Xnormal, Quixel Suite, Substance Designer are all capable of it; with slight differences in speed and quality of the final map. Roughness maps are based on a diffuse and are tweaked manually to achieve the desired shininess and reflectivity. I hope this answered your question!

  24. #24
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    wow thanks for the reply, you and alex. You guys doing a great job!. Im following this thread to see more epic progress - preferably textured stuff xD
    Game Artist

  25. #25
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    Well, it's Satuday, and you know what that means. Screenshot Saturday!

    All of our screenshots, concept art, and other public stuff goes up on our Twitter account, before it gets posted here, by the way.

    As we approach GDC, time sure does seem to be speeding up. While we're just attendees and have no official presence at the conference, we're trying to get a press kit finished in time. Jen has been putting together a really cool piece of swag for us to give out and, last but not least, we're trying to have part of the Hangar Bay demo-able on device while we're there.

    We've made great strides towards our goal of a gameplay demo in the past couple weeks. For starters, we replaced our proxy enemy bot with an actual Seditionist soldier model. This is a model brought over from our old Unity prototype. We just slapped a UE4 material on it and rigged it to the Epic Skeleton, but even in this state, it adds a lot to the immersion of the level.

    Our HUD got a bit of a visual overhaul also, as did our first person arms model. None of these are final, but they're all greatly improved in the last week or two.



    There were a number of behind-the-scene changes, as well, including updates to the alertness and perception algorithms for the bots that now allow you to "hide" but going to a cover point and kneeling. It won't work if the bot is very close to you, but it effectively hides you from those that are are a little ways away. We've also implemented a fall damage algorithm, and have moved a bunch of our more math-intensive functions over to C++.

    Our movement algorithm saw a number of tweaks and now works even better. While also not final, we're really getting there. It's starting to feel more natural and I'm really happy with it. This is going to sound like bragging, but Thomas' move mechanic is the best FPS experience I've had on a touch screen without a controller.

    The catwalk high-poly asset we showed earlier in the week has moved through our asset pipeline and is now in-engine in the Hangar Bay.



    We got back to doing some character work this week, as well. We're not quite ready to show concept work of our protagonist, but we have one supporting character ready for public appearance this week. In the training level, you have a bot that acts as your drill instructor. The bot will also be used in what we call our "take a knee" mode, which pauses the game and lets you select your loadout and upgrade weapons.

    Alex started his character exploration with thumbnails:



    He then moved to Zbrush because, well… Alex loves ZBrush (I think he's having a romantic Valentine's day dinner with ZBrush right now, actually). Here's the current WIP model of the training droid.



    He also did some color exploration on the Training Bot model:



    Of course, we had to point out to Alex that these color explorations kind of look like iPod nano ads. In hindsight, maybe we shouldn't have said that. He got really quiet on us and disappeared, coming back a little later this this.



    At least he's still got his sense of humor after all the long days he's been putting in.

    As always, we welcome your comments and questions. Anybody who's going to be at GDC, come find me if you want to see the demo or pick up a piece of our cool swag.

  26. #26
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    Training bot is looking pretty cool man! Also - GDC, you know where to find us
    Twitter [@iveytron + @UnrealEngine] YouTube [/unrealengine] Twitch [/unrealengine]

  27. #27
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    Oh, we'll find you, don't you worry about that.

  28. #28
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    Our artists have been driving themselves nuts for the last two weeks trying to figure out the right math for building stair units into a section of the hangar bay.
    Rather than let them continue to suffer this fate I went ahead and implemented a reusable stairwell blueprint.



    Stairs are specified as an “under railing”, “step”, and various “over railing” segments with just a few parameters to allow tweaking of final placement.
    When you drop the blueprint into the scene, you drag the target diamond into position at the top of your blocking mesh and the blueprint creates the collider required to get you from the floor to the landing.

    Railings have mounts to cover seams that hang down toward the floor at regular intervals.

    Pretty nifty. Total build time was around 9 hours.

  29. #29
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    I made a thing.


  30. #30
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    This project looks great, and those training bot models look amazing.

  31. #31
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    Quote Originally Posted by Thomas Ingham View Post
    Our artists have been driving themselves nuts for the last two weeks trying to figure out the right math for building stair units into a section of the hangar bay.
    Rather than let them continue to suffer this fate I went ahead and implemented a reusable stairwell blueprint.



    Stairs are specified as an “under railing”, “step”, and various “over railing” segments with just a few parameters to allow tweaking of final placement.
    When you drop the blueprint into the scene, you drag the target diamond into position at the top of your blocking mesh and the blueprint creates the collider required to get you from the floor to the landing.

    Railings have mounts to cover seams that hang down toward the floor at regular intervals.

    Pretty nifty. Total build time was around 9 hours.
    This is raaaad
    Twitter [@iveytron + @UnrealEngine] YouTube [/unrealengine] Twitch [/unrealengine]

  32. #32
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    Well, it's our second-to-last #ScreenshotSaturday before GDC! Speaking of that, Alex and I will be out at the show, so feel free to reach out if you want to say hi, see our tech demo on device, or grab a beer!

    Let's start this week's update off with something different - a blog post I wrote a few months back that finally made it out onto our company blog.

    Disintegrating Baddies Blog Post

    This is a very basic step-by-step tutorial for doing dissolve and disintegration effects like the ones I showed a while back in this thread.

    Thomas already revealed his über-cool stair generating blueprint, which was one of the bigger items we moved off the endless to-do list this week. We also saw the big hangar bay door move away from blockout and toward a more final asset.



    A bunch of time this week went into stuff that doesn't really lend itself to Screenshot Saturday. I worked my way through another cutscene script. We're not at about about 70% coverage with our script. We've known the basic plot and story arc for a while from our game design doc, but the script has taken longer to take shape. I've been fighting a little writer's block on one of the levels for some reason. I know how it all ends, I just haven't quite figured out the right way to get from here to there.

    Alex also started doodling some more character concepts this week. He wouldn't let me share what he's done so far, but I'm hoping we'll have a some more concept art to share next week. We should have our GDC Press Kit finalized (or close to it) by next Screenshot Saturday, too.

    As always, thanks for looking, and let us know if you have any questions!

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    Our team has been making a lot of process leading up to GDC. We shared this character exploration of our Private Liliya Sergeyeva earlier this week:

    https://twitter.com/RepublicSniper/status/571035349155254273



    We also realized just how far the Oberon hangar bay has come along:

    https://twitter.com/RepublicSniper/status/571349545881178112



    Thanks for checking us out and don't forget to say hi to Alex and Jeff at GDC next week - they'll have some goodies to show off and even give away
    Last edited by jenbutson; 02-27-2015 at 01:28 PM.

  34. #34
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    Quote Originally Posted by jenbutson View Post
    Thanks for checking us out and don't forget to say hi to Alex and Jeff at GDC next week - they'll have some goodies to show off and even give away
    Give away? You mean I can't keep them?

  35. #35
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    1,338
    Quote Originally Posted by jeff_lamarche View Post
    Give away? You mean I can't keep them?
    I'll happily keep them safe for you, Jeff ::rubs hands together::
    Twitter [@iveytron + @UnrealEngine] YouTube [/unrealengine] Twitch [/unrealengine]

  36. #36
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    Nice posting really enjoyed reading it.

  37. #37
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    Nice posting really enjoyed reading it.

    Nice posting really enjoyed reading it.

  38. #38
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    Just a note - the concept sketch above actually links to an animated gif. If you click on it, you'll see the progression from roughout to more polished concept.

  39. #39
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    So… you may have noticed that Screenshot Saturday and our weekly update didn't happen yesterday. We've been in a final press to get stuff done for GDC (I'm typing this while waiting at the gate to catch my flight to San Francisco), but as we were finally getting everything together for the update, my internet went out and stayed out until after I went to bed. Everybody else was heads down trying to get stuff finished for GDC.

    I'll be posting a bunch of new images later today or tomorrow from our press kit and hope to find time to type up a status catch-up, but we had a productive week, but one with its share of technical problems. We went to build our final GDC demo build and… the controls weren't working. So, I spent the time I should've used to pack trying to figure out what broke it and why.

    I swear something weird happens to the fabric of space and time as you approach an event like GDC.

    Anyway, Alex and I will be out there and would love to meet other Unreal Devs, so ping us on Twitter (@RepublicSniper) if you want to meet up.

  40. #40
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    Here I am, posting a belated #ScreenShotSaturday from 10,000 meters up. Living in the future!

    Anyway, here are a few new shots, and one older repurposed shot. I will have more to post when I get the rest of the press kit back from design.

    First up are some outfit and armor sketches for our protagonist (click for full size):


    And here is a rifle that was originally designed as the "starter" gun the player would use on the training range. As the design language of the two factions evolved, our art team decided that this gun no longer fits with the design language of the Republic, so it has now become a Seditionist weapon, one that we don't have a name for yet.


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