We are proud to show you our capstone student project “Trailed” that we produced this semester at NAD.
Trailed is a real-time narrative experience game slice set in an undetermined post-apocalyptic fully dynamic environment made in UE4.5.0.
This 7 student’s capstone project was made in 14weeks with the goal of pushing our design, artistic and technical abilities to the limit.
The following UE4 technical features are demonstrated in this project:
Here is the complete gameplay walkthrough video of our level (real-time capture on a GTX760 & i7-4770):
Marc Tardif’s blog will have more detail on the process behind his dynamic weather system very soon. Here is his showcase highlighting the system and the wonderful work done by our three environment artists. (baked matinee capture)
Awesome job … looks fantastic. The only thing … and I hate to nitpick … is that she seems to be moving faster then her animation indicates. But that is so minor and only my perception from the game play footage. It is really looking good … good job and keep it up. 8-}
WOW! This game looks amazing. Kind of feels like a Lara Croft/Uncharted mixed game just by watching the trailer. Keep up the great work and I will eagerly await the release of this project.
I know this is not a final work, and is not to meant to be realistic, but the trees and vegetation looks horrible…
but that is not your fault, unreal engine hates rendering vegetation, beside that your work is very interesting, keep going, and good luck!
****, We actually tried getting Hairworks or a real hair plugin at first but we ended up using Nvidia Apex for clothing with the hair mesh ( for both the hair and the fur). It worked okay… not perfect but it did the trick. I think I ended up using a slightly modified silk setting from the UE Cloth Content Examples !
The game looks awesome! I like the atmosphere and the narrative style very much. The graphical presentation is cool, but I think that you can improve it by slightly decreasing the speed of the main character movement (currently it is not in sync with the animation). However, this is a very small remark, good job overall!
Nice work guys! How was the anamorphic lens flare for the sun achieved? Post Process material?
PS: I would also be interested in some more information about this: “Post process fake skylight material created instead”^^ Sounds cool, would like to know how you approached that
is there any way one could get a version of the game to play it? unless you’re still working on it, and plan to release it at some point in the future, in which case i guess i’ll just wait