Wanted to share “Project Simulation” which I have been working on countless hours as a two person dev team for almost ten months and some great freelance artists that helped us with various work. This is our very first showcase video of our Tech-Demo developed in UE5. We are currently finishing up our Tech-Demo, AI and combat and will be sharing gameplay video within the next few months. Our Tech-Demo will be fully playable with a semi-open map.
We would love to hear your feedback, and if you have any questions feel free to ask!
The project looks very rich, I love this kind of design and lighting! I was wondering, do megascans use a lot of resources? I heard that UE5 handles polycount better
Thank you for you comment Azad! We created a pipeline where we utilize a few Megascan assets (rocks, cliffs) as nanite meshes. I have created tileable texture set at 2k and 4k rotating them as needed depending on how close to character will view them.
We wanted to avoid loading of the original MS high resolution textures, and using a tillable texture workflow is helping us get better frame rates. We also created our own rocks in Houdini and I built several mountain assets in World Creator with splat maps also using nanite. Due to being a two person development team, most of our time is going into the dev of the game, and we did not have much time to make dev videos.
But we’re planning on sharing more videos and dev videos closer to our public Gameplay video release. Thanks again for your comment, much appreciate it!
We will be applying for the Epic Mega Grant and hope that Epic will help bring visibility to our hard work and project using UE5
ASSION PROJECT “Simulation” Unreal Engine Tech Demo
Approximately two years ago, I wholeheartedly dedicated myself to bringing my longstanding passion project to life – the FPS game, “Simulation.” This undertaking required an extensive commitment of hours, days, and months, involving numerous revisions and a substantial personal time & my own financial investment. I am thrilled to finally unveil the gameplay video I’ve recorded, showcasing the meticulously crafted Unreal Engine Tech-Demo, a collaborative achievement between myself and Sam Crom, who played a pivotal role as the Technical expert. We successfully completed this endeavor in February 2023, and I am excited to share the completed gameplay vid
Wearing multiple hats in this project, I took on roles as the creative director, producer and project manager, overseeing various aspects. I also worked on 3D modeling the main characters body in Zbrush, texturing, setting up materials in Substance, level design, lighting, and fine-tuning blueprints until achieving the desired atmosphere for the Tech-Demo.
Despite the challenges encountered along this journey, it has not only deepened and advanced my proficiency in hashtag#unrealengine5 but has also provided the opportunity to collaborate with exceptionally skilled freelance artists. Karim Ahmed s amazing expertise in rigging, vfx Nasu by Andrew Tafuri , ShawnD Locklear for weapon animations, Cam Drain with Houdini organic rock creations, Edcel Bering who did a lot of the complex 3d set-up for various 3d models, at the end Emre Utku Pekel joined to help with UV mapping, Jama Ibrahim who worked on creature modeling which unfortunately did not end up in the game . Additionally, I leveraged key assets acquired through self-funding to further elevate and enhance my passion project. I am immensely grateful for the collective effort and support that made the completion of this project possible, and excited to finally share the Simulation Tech-Demo.
A massive shoutout and gratitude to @jacksergeant for all his support and research, and especially @davidlevy for contributing the most incredible soundtrack and sound effects that have truly brought the game to life. Your exceptional talents have added a whole new dimension to the immersive experience of the Simulation Tech-Demo. Thank you for being an integral part of this project and elevating it to new heights with your musical expertise!
Any questions, feel free to reach out! I will dedicate a section on my website to go over, how we were able to achieve this my self and Sam Crom, with a small team of few freelance talent, and asset resources. You can see images on my Artstation