VictiMind is an unique story-driven, turn-based strategy game for VR. Set inside the mind of an unstable patient in a mental asylum.
The game was, on the programming side, fully developed by us. From the first prototype and proof of concept setups, through to the playable pre alpha version.
Many modular systems were developed during this process, like a tutorial system, modular VR-beam text, a modular ability UI and much more.
Have a look at the gameplay video on the left for further impressions.
We created this apocalyptic city from scratch, based on concept art. The models were created with the focus on visuals and performance at the same time. Textures were created using Substance Painters PBR-Workflow and then assembled using the Unreal Engine 4 Material-System.
The level was built with the goal of being used for a top-down RPG, similar to games like Diablo3. Therefor the whole scene was assembled in UE4 and prepared for being explored using a top-down character with click-to-move controls in multiplayer.
We created this Endless Runner for one of our customers. The target platform was mobile. The game itself was built fully modular, all the track tiles are dynamically spawned and destroyed on runtime, based on the players progress. Thanks to the modular workflow, creating new tiles, changing tile spawn weights, modifying coin spawn splines and more is very easy and doable by non-programmers.
We also did some performance optimization run to ensure the game is running smoothly on mobile platforms.
This model was created to be a modern day magician women. Everything was prepared for a proper usage inside the Unreal Engine 4. Including a proper material setup (PBR material based) as well as having it rigged to the official “Unreal Engine Skeleton”. (Mannequin Skeleton)
This way it’s possible to use all the UE4 Marketplace animations without the need of retargeting, for the best quality.
We developed this slice feature for one of our customers.
After activating it, the plane can be moved and rotated using the VR Motion Controller by grabbing it like an object.
The plane then slices every predefined object along its surface, no matter how complex the mesh may be.
We built this advanced top down camera system for one of our customers. Goal was to make the camera recognize walls, defined by specific blocking elements.
This lets the camera dynamically slow down and stop so the player moves out of the center. The camera also smoothly wraps around edges and moves in front of the player, depending on its movement speed.
We developed a VR Wheelchair Simulator for one of our customers. Goal was to reproduce the behavior of a real world wheelchair in virtual reality.
This means you can grab the tires and rotate them with your hand to make the wheelchair move and turn. Breaking is also possible by grabbing the tires in a different way (for better usability).
Many custom algorithms were needed to reproduce lots of specific behavior which makes the wheelchair in the end feel like a real wheelchair.
This level was designed for a fortnite-like battle royale game. The goal was to provide a big (1.4 x 1.4km) and open map with multiple spots like small villages, camps and ruins for battle royale type of games with up to 64 players. This gives the player the opportunity to travel around through the 3 areas: desert, (tropical-) forest and snowy mountain, hide in various places and have a rousing battle against his opponents.
This scene was built as a small showcase for architectural visualization. The main reason for creating this scene was to have a little demo for the use of raytracing in ArchViz scenes.
Therefor we played with different light setups as well as soft shadows to archive awesome results.
We wrote an article about setting up a project, based on the unreal engine twin-stick shooter template, to be multiplayer ready.
This covered proper replication, dealing damage and showing the current health with a floating healthbar.
You also dreamed of making your own films? The goal of this project was to provide a system that enables you, as the user, to play a 3d modelled character inside a virtual environment. You then can record your movements thanks to VR tracking techniques and replay them later. While reviewing your recordings, you can walk around (in VR) and record them like in move scenes.
This system was built using a custom full-body IK system as well a custom replay system which records the full body movement to be able to playback it later.
This scene was built as a small showcase for architectural visualization. Everything is based on high resolution PBR materials (physically based rendering). The materials for the kitchen, walls, floor and ceiling are changeable using an interface, as usual for ArchVis projects.
The lights in the scene are switchable to have two different setups. (lit and dark/night). Also an advanced TV was added to showcase the use of video material in the scene, applied to models.
This projects scope was to build a set of modular core features for a hidden object game. The features covered an easy to set up object system which enables the creator to add new objects with minimal effort, including the textures for the procedually generated UI. Found objects have a green tick added and a spawned “Found it!” float text is giving the player a small feedback regarding his success.
The setup happens through a data table combined with a kind of wrapper actor which is configured within seconds and provides then the needed click logic for actually “finding” selected objects.
As VR is becoming more present in the industry, there are always new usecases for this new futuristic technique. In the particular case of this job a viewer was needed for car-related products to showcase their usage and explain it further to the customer.
Therefore a fully modular system was built, thanks to which adding new content became super easy. Using a VR menu, attached to the left hand, different products can be activated, teleporting to specific POV is possible, as well as scaling the car get change the point of view if needed. The needed VR UI is built automatically based on the information entered into the modular system. This way no programming is needed at all to modify the products and views.
This corridor interieur level-design was built on a customers request. The idea was to provide an interieur environment for a sci-fi game which gives the player specific mood. Focus was to work with reflective surfaces and multiple lights to build a kind of futuristic spaceship interieur feeling.
Due to changes in production workflows across all industry sectors thanks to new digital ways of creating things, the importance of creating realistic renderings for products is always growing further.
Therefore we created these renderings for one of our customers.
The shoes were textured by us using the PBR-Workflow. IES lighting and special shaders helped to make the product look great.
This game template was built using blueprints with the goal to provide a fully modular system. The task was to be able to select different blocks / objects from a kind of toolbox. Then the selected object can be placed in the world. Therefor the world is divided into a grid which gets highlighted by tiles when the player is in the placement mode. Objects can be placed on the ground as well as on top of each other. They also can be removed and rotated.
The system in the background provides an easy to use way for adding additional blocks/objects. An algorithm then recognizes the object shape and prepares the needed information for placing this block onto the grid.
And we will be happy to get back to you as soon as possible 🙂