Hello fellow Unreal devs!
We (a team of 4 people) have been working on our first title Potentia for more than 2 years. It is still work in progress but we can see the light at the end of the tunnel
I leave our announcement trailer here I hope you can have a look at it and maybe give us some feedback. Thank you!
https://www.youtube.com/watch?v=SKnrQ-PGPgQ
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Love it! Glad you see the light. It takes sooooo long to develop stuff like this.
It looks really really good. Some animations look a little wonky, but really even this is a nitpick. AAA studios have done worse. Good luck!
Thank you very much! Glad you like it! Thanks for the feedback btw. You too 
Congrats on being close to finish it! It looks really good, loved the trailer!
Hi @Wily_Pumpkin !
I just watched the trailer for Potentia and it is lit!
I am intrigued to learn more!
It’s the character design. It’s the atmosphere. It’s the tension of potential dangers.
It’s giving me, “What brought us here, and how will be clever enough to survive?” Color me impressed!
How did the four of you team members meet? What inspired the name Potentia? Is Potentia based on any particular real-world location?
I look forward to hearing from you! I saw that you released Potentia on Steam last year!
Hey, thanks a lot for your interest! Sorry for the late reply, we didn’t notice the last two messages.
It was a hard project for us but we learnt lots of things from it
2 of 4 met at a summer internship in a local software company and they wrote the story during that summer, I was introduced to these 2 by a friend from college and the last one later joined us by reaching on LinkedIn.
Potentia is in Latin, it means energy. It is a fictional phase of matter. It is really hot like plasma phase but with different type of heat. We imagined majority of the people turned into this phase by an unknown weapon or force in the plot. (1st chapter). We did not took any reference from real world locations but we took inspiration from ordinary Western cities.
Yes, we released it last year. The release was not outstandingly successful but it gave us a chance to make one more shot 
A Side Note, the main and side characters are from character customizer asset pack but we made lots of changes and customizations outside of the engine. Especially adding the scar was hard since the character was designed/uv’ed to use tiling textures like environment assets. I tried mesh decal and blending by 2nd UV channel methods. Latter worked really well.
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