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Surreal deep-sea adventure Silt dives onto PS5 & PS4 on June 1 – PlayStation.Blog


Hello everybody! I’m Dom, programmer at Spiral Circus, and I’m actually excited to share the information that our surreal underwater journey Silt is coming to PlayStation 5 and PlayStation 4 on June 1.


Surreal deep-sea adventure Silt dives onto PS5 & PS4 on June 1

Silt is a puzzle-adventure set deep inside a harrowing ocean abyss, the place you play as a lone diver looking out the deep and exploring harmful waters to uncover long-forgotten mysteries. However the diver has a secret. Harnessing an uncommon energy, you’ll be capable of possess sea creatures that roam the ocean void, discovering new creatures and utilizing their distinctive skills to unravel puzzles, traverse the atmosphere, and make your means deeper into the darkness.

With the sport just a few weeks away, we wished to share one of many processes we’ve developed to convey our artist Tom’s conventional ink-on-paper artwork from nonetheless imagery into an interactive sport world.

From pen-and-ink drawings to sport property

Getting Tom’s paintings into the sport could be the largest technical problem for us. It was important that the sport seemed like one in every of Tom’s work and never like his artwork had been transplanted out of context into one thing else. The thought was to provide Tom close to complete management over the look of the sport proper from contained in the drawing program. This implies management over composition, digital camera framing, tonal distinction, lighting, shadow, texture, fog, all of the stuff he would simply draw naturally if he have been engaged on one in every of his items. 

We needed to discover a option to let Tom do all this, whereas retaining the power to reconstruct the entire thing within the sport engine and make it interactive. We used layers within the drawing program to maintain logical parts separated from one another, then wrote a script to churn via the layers and convert them into one thing the sport engine may course of.

Bringing idea artwork to life within the sport

To create a stage for Silt, Tom creates a single, distinctive, high-resolution picture in a drawing program. He designs it, composes it, lights it, particulars it simply as if he have been producing a digital portray. We then run a script that turns the only layered artwork file into a completely interactive stage within the sport engine, slicing it into chunks, putting them within the appropriate locations within the scene, producing collision, including dynamic lighting, producing entrance and exit factors, establishing cameras, and hooking up scripts for gameplay. 

We configure all of this utilizing the names of the layers within the artwork file. As soon as that script runs, the extent is able to play. We will then add additional gameplay parts, visible results and sounds within the sport engine to assist it come collectively into an immersive, atmospheric expertise.

Timelapse displaying the creation course of for an space in Silt

We spent a long-time iterating on this process, getting the in-game look as shut as doable to the looks within the drawing program. When it was completed, Tom may design our sport world with the boldness that his artwork would seem in-game precisely as he meant it to. Investing the effort and time getting the technical limitations out of the way in which of artwork can actually repay in the long term.

We hope that offers you extra of an perception into the world of Silt. One among our fundamental ambitions for the sport is to ship a singular, surreal expertise that we hope you’ll keep in mind lengthy after you’ve completed enjoying, and we will’t wait so that you can uncover the deep when the sport launches on PS5 and PS4 on June 1.



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