just a little teaser 2

Just another (little) one (another angle)…

Thank you for looking.

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Re cats having deep convo.

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Re5 glorious’ 2K, right-click on the image to open it in a new tab and see a full 2k shot;

this is same same thing; it will be exactly the final look (which took me years to get); now, of course, the look is not ‘all/be all end all/all there is to it’; but, it is important (at least, in my game it is; some other games don’t need (that/all that much) pretty graphics; but, most games that have that AAA look; look about that; in the end, the gameplay is still the most important, but visuals multiply the gameplay’s effect when are good; same for sound (image, sound, story, interaction/mechanics/gameplay…when ‘stars, moon and planets align themselves’, now you got a hit game (and, of course, needing of marketing it; you can make the nicest looking game (visually) but if no one knows it exists, besides you and family, your game will remain unknown until someone ‘stumbles’ on it on the internet; probably, a youtuber/influencer, who will stumble on your (rough around the corners a bit, but), ‘little hidden gem’; a gem is a gem…but it is hidden, if unknown; therefore, it cannot remain a (lil) hidden gem, but a (lil), Known gem or else, as said, remain unknown (gem)); btw,… talking about gems, in my game there are Tons of gems, stones, precious stones and other ancient egyptian minerals/precious stone (like ruby, gold obviously, beetle-blue gold, beetle-green gold, emerald, limestone, gold faience, gold cartonnage, plated, diamond, ‘diamond in the rough’ (a diamond might be (in the) rough, but a ‘diamond is forever’, etc…or as that Japanese developer said: ‘‘A released bad game…is for-ever (bad); but a ‘worked on’‘early access’ betalike rough game…can be salvaged.’’).
If you are wondering, it is not ‘pre-rendered’, this is - real-time ‘in game’ 3d graphics…hope you like it…and if you don’t, that’s ok, and it is your opinion and I respect that; and thank you for looking.

PS: No no…it’s not pre-rendered CG/CGI cutscenes or a ‘CGI trailer’ of a game, but it is, what I was after, for ‘look dev’ and recreated it ‘in real-time/in game’ (30-60fps) in built-in render at 2K res (albeit, you can now reach that with HDRP or using Unreal 5). In the release of my game, I will add ‘FDS/DDRS’ the ATI and Nvidia pixelres ‘superscaling’ that make an image for larger resolution, using the lower one; thus, you will be able to play (well, for those that care, I know we must not market our game(s) --to devs…but to gamers…the audience that cares of your game); but, amany devs (like me), are gamers – too; on top of dev, so they end up players, not just devs (dev to dev), but dev to dev- become player again; the game will possibly run (after scaling) to 4K or, even on a beefy Nvidia 4090 GPU, 8K Resolution (you need at least 15-20GB VRAM GPU to be able to play in 8K (albeit upscaling reduces the VRAM need; still, the GPU outputting an upscaled 8K resolution eats away the GPU power and its VRAM; most GPUs mid-level cannot run that, at more than 10-15 fps), it is diminishing returns to reach 8K, of course; and some people don’t see any difference between 4K or 8K (some people still ‘game’ on 720p (1280x720 ‘mid-HD’ res; not full HD 1920x1080 (2K/1080p res))…but the difference is subtle (4K vs 8K), but, there…for example, the Ennemy Demo (CG/HDRP) by Unity was rendered natively at 4K…and when reduced to 2K…there is substantial loss of detail and you notice it; but yes jumping from 2K to 8K is very obvious, the image is much more ‘formed’/sculpted/detailed/constrat gradient/the silhouettes ‘pop’ a lot more because of a much higher ‘total pixel count’ (2K = 2 million pixels, 8K = 33 million pixels; that’s why the GPU is put to its knees, it needs to render up to 16X Times more pixels for 8K, so a 60fps at 2K = 4fps at 8K); while, the visual ‘jump/step’ of 4K → to 8K, is quite less so); it will be close to 3d CG movie, as game (but, of course, not a ‘movie/QTE’ game…is a FPS game); I will have more to show than this (same) set piece (I have a ton of (other) stuff; am solo dev (have a CG art background/did VFX studies young) and this game is taking me years to make since 2018 (though, because of learning ‘on the go’ and ‘first try’ I know we must try many times, but I did not wish endless tries; I wished to put (if more risk of course) more eggs in same basket; when, I know, you you don’t do that, you put eggs in - many - baskets, in case you drop some; not all in same basket; it’s a risk I took, I risked/risking my time/money for this; also. in the mean time, I decided that I will also have ‘more buns in the oven’ as in, I know that devs that succeed have Many games under their belt…so it is practice to release more than just 1; and make many; so I have devised ideas etc…and have tons of other games I wish to make (did lots of ‘idea guy’ ideating and will have lots of great projects other than this)…going on 6 years deving gahh…too long; because it is my first game and perhaps (or quite, assuredly) I overscoped and ‘aimed for the sky’ a bit blindly, and do ‘scope creep/feature creep’…I will have to finish it; I guess I am a (bit or a lot) of a (exaggerating) ‘perfectionnist’ with certain aspects of it and that is very long; but as the saying goes: ‘‘the devil is in the details’’; if that game has no detail(s), it can be bland), as said, it’s just a teaser. …right-click and open in new tab to see full 2k res image.

I’m back on this project, in the 2 years since, I went to so many projects that I lost myself, and I encountered so many problems; I decided that if I am going to spend the next years doing something, it might as well be something I like and that is worth doing; not saying the other things are not worth doing, but, to make a game that you really wish to be good and succeed, you really need to be ‘in it’, want it/to do it and that you feel your game has something special and does not look like every other game out there; you have to ask yourself: ‘‘Would I play this…really?’’ If you are not excited about playing your game, you will not be (super) excited about making it and it will show in the final result. No, it’s true, passion does not pay bills, but if you look at games out there; like the one-hit wonders, all – of them, have something unique, special, about them, that makes them ‘stand out’ from the rest. You can call that passion. But if your game does not stand out (not unique), especially in its ‘looks’ (visuals), it will be ‘overlooked’ (passed over/forgotten), as every other same-samey game and just won’t differentiate itself from the mass of other games. Not unique enough. You will be more passionate about a game you feel has ‘something’ else, something new, unseen before and is unique–enough, to distinguish it-clearly-from the others. Since, our game is competing with Every Other Game out there since ever (that’s some 100,000 games on Steam). And, otherwise, you have to ask yourself the question: ‘‘What makes my game different, really, from the others?’’. If you do not feel excitement about playing it/buying it, you will feel less excitement making it. You will gas out, because you will lose interest/burn out (after years working on it); this is why you need a game that you Really want to make and why smaller projects that are boring, never end up ‘something’..because you just not ‘in it/into it’..that much to begin with. And it’s why these small projects are made in a few months. Making a bigger project game (yeah the 'dream game (overscopping/feature creeping obviously and never finishing it to make it is no better, of course)); and progressing is much more satisfying because you know that at the end of the line, you have something that are you are really proud of having made and ‘gave your all’ to it. Hence, you (reallly) believed in it/this; you were excited, at the start…all the way to the end. Very few projects will carry this long/this long maintaining of ‘interest’…if game take years (great games I mean) to make, how do you sustain interest (in doing it) over so long. if you are not ‘that’ into it, into your game, it won’t materialize into something (really) ‘tangible’ that you are proud after working so long in it (and (having) burn(ing) out quite a few times in that time). It’s why you have to be sure about making a game; you can make smaller games, but your ‘magnum opus’ won’t make itself; one day, you will have to do it. Though, it’s true, that making many small games helps to improve/become better; but, it’s not just that, clearly, you need Appeal; if your game does not appeal; no one will be interested in it no matter how much sweat you put in it. So, you must believe in it, want it/to do it, and have appeal/that it appeals to people (a certain audience that is). Visual appeal is the major thing, of course gameplay appeal can overcome less appealing visuals; but 90% of the time, visual appeal (graphics) are the very 1st thing people notice; it has a huge impact because it’s the first thing they see (with their 2 eyes) when they look at your game; they judge your visuals/graphics, how appealing they are – in less than 10 seconds upon seeing it. Their idea is made in their head. Then the rest follows (gameplay, mechanics, story, sound etc..). This is why ‘1st impressions’ are so important (visuals/eyes/seeing what the game looks like). If no appeal (visually), you lost 90% of people; it was demonstrated (even) on dating sites; people who have no photos on their dating profile (just blabla text) receive almost 0 messages. Just by putting your photo, you get 10x-100x times more activity/messages. Same thing, in marketing/product placement, you need visuals to ‘convey’ (visually) what your product is. This goes to show (the old saying), a picture is worth a thousands words.