Hey Everyone,
I'm finishing up development on a small game I'm working on, and I've started planning (quite in depth) the next project I'll be working on, which will be pretty large scale.
Bare with me while I describe the game a bit.
In a nutshell, it's going to be a first-person walking simulator/puzzle/exploration game developed in Unity with a heavy story. For the final product (which, if my huge plan goes accordingly, should be released sometime in late 2017/early 2018) I really want to have gorgeous graphics. However, I'm a programmer, not an artist, so I'm really going to be stretching/expanding my skillset for this project. I do however have a little bit of modelling experience in Max.
When I think about the games that have inspired this project, at least as far as graphics/environments go, I think about the following (to give you an idea what I'm going for):
- The Witness (minus the kind of cartoony style)
- Layers of Fear
- Mind: Path to Thalamus
- Gone Home
The game, as far as I've planned so far, will only have maybe one other character that you ever see in the game, so the environments really need to be engrossing.
The majority of the game will take place outside, but there will be many scenes inside a modern home and small structures found within the outside environments, as well as inside something more decrepit (think Outlast, etc. for these scenes). So the environments are going to be quite varied.
Normally, excellent graphics are not that important to me, but the nature of the game really calls for it (the immersion of the exploration will be vastly increased by great looking environments). I really want the player to stop, look and marvel at the little details (cracks, pebbles, reflections, etc.) as well as the overall feel of the environments. I feel it's these kind of minute details that can bring this kind of game from the level of good to great.
In order to achieve this, I've been researching a lot and here are the things I've come up with:
- Fully learning/harnessing Unity's GI capabilities
- Mastering Unity's Physically Based Shader (the new Standard Shader)
- Perhaps augmenting/replacing Unity's standard shader with UBER - Standard Shader Ultra from Unity's asset store
- Picking up some really nice weather effects assets from the Asset Store
- Utilizing Allegorithmic's Substance software
- Using free 3d assets from the Asset Store and Turbo Squid, etc (only if they're high quality and fit the game)
- Purchasing/commissioning other 3D assets if needed
- Leveraging Unity's Post-Processing affects
So now that you know a bit about what I'm trying to accomplish, and some ways I'm thinking about getting there, I've got a few questions:
- Like I've said: I'm not an artist. I really like the way that Allegorithmic's substances look, as well as the ability to modify/animate them at runtime. However, based on what I've seen so far (at least in the tutorials), it seems tailored mostly to 3D artists generating textures and maps for specific models. I would want to use it primarily for environmental purposes (terrains, walls, floors, rocks) and for creating effects (accumulative snowfall, etc).
- What's the learning curve and workflow like (remember I'm not an artist)?
- Would you recommend it for my purposes?
- Has anyone used the UBER Shader asset, and would you recommend it?
- Would Substance and the UBER Shader compliment each other, or would it be overkill (should I go with just one of the two)?
- Other than Turbo Squid and the Unity Asset store, can you recommend other resources for high-quality free 3D assets or reasonably priced paid assets?
- Do you have any suggestions for tools or approaches that I haven't mentioned here?
Thanks in advance for any help!