I’m the game designer and composer of “Harold Halibut - A Handmade Adventure Game” and I just realized that I didn’t open a thread for it here in the forum yet… so here it is
Here is our most recent Teaser, to give you an impression of the world we create:
And the Trailer:
Everything in the game is made in the real world using classic modelmaking techniques as can be seen here:
We also have a Kickstarter Campaign running right now, which you can see here: www.helpharold.com
You can find more information about the game and follow us here:
Wow I’ve never seen anything like this before. Can you give us an idea of how you achieve this technically?
Is this kind of like an interactive movie as in pick an option then it plays a relevant cutscene?
If so, what files size would this game have o.0
Sorry if you already answered that somewhere else.
Thank you all @Serinx@neoshaman : Yes it’s almost like neoshaman guessed it. Everything is built in the real world, and 3D scanned afterwards using photogrammetry. After retopology, depending on the model we either set up pbr values with substance painter manually, or use a proprietary material scanner which our friends at APEC Visual developed, to achieve the realistic surfaces. The animation is part motion capturing, part keyframed.
And part (mostly) awesome!
I disagree the animations only barely resemble stop motion because stop motion has visible flaws/errors in most of the surfaces and motions that are allowed to pass - because it is stop motion.
The animations for this look great, very smooth and seem less hindered by the normal stop motion workflow.
What is the frames per second for the animations, both at initial creation and on final view-able form in engine?
Can you provide more detail how you are able to have such smooth animations using this technique?