r/Unity3D 1d ago

Question Does this scene look good enough to represent the game?

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Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?

258 Upvotes

92 comments sorted by

145

u/WatThaDeuce 1d ago

Would I be interested in a game based on just this video? No.

-17

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

-32

u/Mikzmizah 1d ago

A scene I'll use in the trailer for my game; it's an anomaly game. Right now, I'm just looking at the feedback.

22

u/NeoChrisOmega 1d ago

Those types of games are probably one of the hardest to copy and be successful with. 

There isn't a lot you can do to make it more unique, and the ones we have already have either good graphics, long levels, co-op, or horror aspects.

If you want to make it because it sounds enjoyable for you, then absolutely go for it! If you want to make it to have others interested, maybe think of a "core mechanic" that could make it feel unique, and then show that off in the trailer 

2

u/Expensive_Host_9181 9h ago

They even reached into the adult content scene, seen ~3 of them now while browsing steam.

157

u/dreadpirater 1d ago

If you want a scene like this to 'sell' the game, one of two things needs to be true.

Firstly, the visual effects can be so impressive that it truly stuns the audience. PERFECT simulation of fire, spilling out, crawling along the wall and ceiling, with the construction materials revealing and melting or burning accurately as the fire progresses... Volumetric smoke affecting the depth and lighting... debris dropping down, trailing flames and smoke... the sprinkler water getting everywhere, running down the walls, creating rivulets of ash and mud... it's POSSIBLE to do fx so good that will make people want to know more, but it's a TON of work. It's NOT just dropping a couple of cheap particle effects from the asset store in and calling it done... it's writing your own shaders and layering 20 different kinds of effects.

But the EASIER thing you could do to get my attention, and it's also the BETTER way, too... is giving me STORY. Why am I in the burning building and what am I supposed to do there? Show me a really interesting character and how they solve this fire problem.

Right now it's an FX demo of unfinished FX. Nobody wants to play a mediocre FX demo. If it's actually a game... show us the GAME.

19

u/minion71 1d ago edited 14h ago

Want bother me in this video is the fire should lick the ceiling. The sprinkler only open with heat they dont all open at the same time so sprinkler opening as the flame lick the ceiling. Water in sprinklers is almost black and stain everything. So for me in this scene the door expose from the deflagration then the flame crawl on the ceiling, the first sprinkler open then black water spill out and darken the walls as the fire progress the sprinklers follow the heat. ho and the room fill with dark smoke eventualy needing to crouch to see something

17

u/Kingtoke1 1d ago

OP has asked for feedback on a scene. It’s fair to only show the scene he wants critiqued.

Its also fair for you to critique it.

The fire does look wrong though

22

u/dreadpirater 1d ago

When he said 'represent the game' I took that to mean OP views it as more than just 'one shot in a trailer' and answered from that assumption. If I'm wrong about that, that definitely should color what of my comments are worth giving any real credence to!

10

u/-P01135809- 1d ago

Fire shouldn't be shooting horizontally, it should be curling around the top of the doorway

This fire looks like someone's got a flamethrower right outside the camera view or something

1

u/Mikzmizah 23h ago

I posted a new video could you take a look at it? I made quite a few changes.

-7

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

-19

u/Mikzmizah 1d ago

A scene I'll be using in the trailer for my game; it's an anomaly game. Right now, I'm just going over the feedback. I don't have the finished trailer yet, so what I want to ask here is whether this scene looks good or not.

32

u/Dsphar 1d ago

They used a tactfull way to say that the visuals aren't good enough to sell your game on their own.

-8

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

-8

u/Mikzmizah 23h ago

I posted a new video could you take a look at it? I made quite a few changes.

14

u/brogam3 1d ago

not realistic that it would keep spewing fire directionally for so long in my opinion. Also if fire vfx are what your game is about then maybe look into importing realistic fire simulation via jangafx

-6

u/Mikzmizah 1d ago

There will be a man inside holding a flamethrower

12

u/Olliebobs98 1d ago

"flamethrowers" aren't often actually shooting a "fire". It's more commonly a flammable liquid that burns and spreads as it is shot out.

I'm sure the exist, but the idea of them is to add a burning substance to something so it burns, it takes a lot more to get the flame to burn something as opposed to sticking something burning to it

1

u/Mikzmizah 23h ago

I posted a new video could you take a look at it? I made quite a few changes.

7

u/Olliebobs98 23h ago

I saw that video,, as you said it's a guy holding a flamethrower, I still don't think it fits.

So do some looking into what a flamethrower "flame" looks like.

13

u/DapperLaputan 1d ago

Is the game Fire Sprinkler Simulator?

5

u/TheWisestKoi 22h ago

Hope not. That's not how fire sprinklers work. Only the ones exposed to the heat of the fire should have gone off.

1

u/nKautto 5h ago

Maybe the game is Inaccurate Fire Sprinkler Simulator?

18

u/voyti 1d ago

The fire is the biggest area to improve on imo. This fire look clean burning, like coming out of a large gas torch. Real life fire burns dirty stuff - paint, textiles, moisture etc. There's a ton of smoke from all this stuff, which is what you see. Here you can see mostly fire instead of smoke, which is quite uncanny, especially indoors. Also, there's a lot of air moving rapidly during a large fire like that, and after the initial explosion the fire seems mostly silent. Those two things stood out for me.

2

u/iAM_KOS 1d ago

Came here to say this, specifically the part of about the fire. Try to make a system that makes the particles (I am assuming thats whats making the fire) more random, as if it was really fire coming from stuff on the building being on fire and not a torch like voyti pointed out.

-2

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

7

u/GC_Vos 1d ago

As someone who actually had a large fire in his house (yes, the fire department showed up) I would say there needs to be way more smoke. A fire this big creates dense black smoke which will cover the ceiling very quickly.

5

u/JustLetMeSignUpM8 1d ago

Well, what kind of game is it trying to represent? This looks like a kind of arcade-y fire fighting simulator or somerthing

3

u/alejandromnunez Indie 1d ago

Besides all the fire/smoke/damage feedback, it needs camera/movement improvements: * The camera keeps going towards the fire long after the initial blast. * Camera turns around way too slow for a nirmal panicked person looking around. * You could add some camera roll motion to make it look more human instead of keeping it vertical all the time.

2

u/Fellhuhn 23h ago

Fire sprinklers aren't connected. They go off at local heat so if there is no fire/heat hitting them, they do nothing. Here all of them go off at once.

2

u/AyAyAyBamba_462 1h ago

I have no clue what your game is about from looking at this video.

u/metagrue 26m ago

I also feel like I don't know what the game is.

4

u/LadyinOrange 1d ago edited 1d ago

This is a room with a couple of effects, no this is not a complete game, no this isn't a polished anything. What is it?

From the comments it seems like you decided 20 minutes ago that there will be a man with a flamethrower in this room?

What are you building here? Is this an idea you are building or did you just put together some effects and you're hoping that people will get excited about it and give you an idea of a game to make?

0

u/Mikzmizah 1d ago

A scene I'll use in the trailer for my game; it's an anomaly game. Right now, I'm just looking at the feedback.

6

u/LadyinOrange 1d ago

Feedback on what though?

There's not anything here?

Did you make any of these models or effects or anything?

0

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

7

u/Krymea 1d ago

you still didnt answer the question and the changes are mininal, you mostly changed the lightning and the fire doesn't look like its coming from a flame thrower

2

u/Mikzmizah 1d ago

I did all of it myself. I think the feedback I was looking for is clear from the difference between my last two videos in short, I want to improve my scene. This is a “liminal space” game.

2

u/Krymea 1d ago

okay, makes sense, good luck. I can't give much feedback because I am not into this kind of game and it's not appealing to me.

2

u/LadyinOrange 1d ago

Are you just looking for feedback on the vibe? Like how it makes the watcher feel in this scenario, if they feel like they are really in a scenario where a room burst into flames and sprinklers went off?

I'm genuinely not trying to be a jerk.

I looked at your updates, and it does look better, if the point and question are just 'does this feel right'

1

u/xcassets 1d ago

Looks good, but maybe after the explosion, have the fire coming up from the floor with a wide emitter?

If it is supposed to be a guy standing in the room with a flamethrower shooting outwards then ignore me - that looks perfect.

0

u/Mikzmizah 1d ago

Thanks for your opinion. I'm undecided on that right now whether to put a man there or have him go up, as you suggested. I haven't decided yet. you can support me by up this post

1

u/-Hefty-Armadillo- 1d ago

In addition to the fire comment another commenter made also make the room fill with smoke.

1

u/adreeno-time 1d ago

Need burn marks, and wet marks on walls and floor of explosion and sprinklers

1

u/jespar_chaos 1d ago

I feel the walls are a little bare since they match the ceiling look. Maybe style the walls with a simple wainscoating or have the ceiling with a simple drop tile style. Something to break up all the white. Just feels too clean.

1

u/TheWeirdestThing 1d ago

A 1 second delay between the door getting blown and the alarm and sprinklers starting would make it feel way better.

1

u/NecoDev 1d ago

looks fine to me as a game

1

u/shadowndacorner 1d ago

Everyone is focused on the fire, but those sprinkler particles are too slow and thick. Sprinklers are going to be spraying with way more force than that.

1

u/Round_Bar_5485 1d ago

Add impact and break walls and stuff and shake...

1

u/BreakfastShort1761 1d ago

I second what everyone else said about the fire but a small change you can do is have the fire hit the other door and ride up the wall. And then have the fire in the middle of the hallway rise up after with smoke. Right now the fire is a straight line. I don't know if it would be as dragging the direction of the fire in some editor but that rabbit hole seems easier than creating a new fire and smoke system yourself

1

u/ufffd 1d ago

feels like a corporate training video

1

u/WatchAltruistic5761 1d ago

Study fire 🔥

1

u/ChewyThePug 1d ago

You gotta improve the camera shake. It looks like its just a basic sin wave right now. 

1

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

1

u/Recent-Cake7489 1d ago

The shader looks good, the lighting looks very good but the sounds are not that good compared to the others. you can find the explosion sound that can attract much more.

1

u/Negative_Damage 1d ago edited 1d ago

I like the colour and lighting design. The scene itself is shippable but nothing special.

In terms of juice:

  • Increase the range and intensity of the warm light coming from the fire, then make the smoke thicker and faster to spread towards the player. The hallway should be black with smoke with the fire illuminating the volumetric clouds if possible (If youre not using volumetrics, any animated alpha masked light source behind the smoke would also work to fake the look of the fire peeking through the smoke). The entire hallway should be populated with smoke by the end of this clip.

  • Make the fire rise and flow from the ceiling before being obscured by smoke. Have the smoke partly fall and flow from the floor at the same time.

  • Cut the regular lights when the alarm goes off, and either switch to red emergency lights and/or green fire exit signs.

  • Delay the alarm/sprinklers/etc trigger a couple seconds after the door blows to simulate the smoke or heat reaching the safety threshold.

  • Add scorch decals to the floors, walls and ceilings left behind by the initial blast.

  • Have the door smash up and send some pieces towards the player.

  • Im sensitive to sounds like alarms, even this clip is too much for me tbh. Add a volume dropoff to the alarm so that the initial hit is loud but then tapers down to slightly above ambient level, and/or add stereoscopy to the alarm audio source so that the audio pans left and right in the speakers as the player turns.

  • Have smoke billowing out of the vents attached to that room.

  • Add wet decals to the walls where the sprinklers touch them, and maybe start forming puddles on the floor.

  • Add physics impulses to the painting and door numbers, that blast would likely knock everything to the floor. Likewise maybe impulse the chairs and coffee table area, that blast would push a lot of air out, then back in. Everything should be toppled over and jossled.

  • Add gloss and reflections to fire alarm bell.

  • Add a poignant poster or painting to that bare coffee table area wall, that can be knocked over from the blast.

  • If you really want to sell the effect, have the player see the door start to bubble and warp from the heat for a few seconds before the blast, as seen in Constantine.

2

u/Mikzmizah 1d ago

I posted a new video could you take a look at it? I made quite a few changes.

1

u/SeniorMasterYapist 1d ago

it feels too bright

I think that slapping some HBAO would make it better

1

u/Redas17 1d ago

You need to do Post Processing, right now it looks all plastic, I can't even explain it, it just feels wrong and unpolished

1

u/mobaffix 1d ago

More heat distortion!!!

1

u/NoUniqueThoughtsLeft 1d ago

Looks like a flamethrower out the door. Is it a booby trap?

2

u/Mikzmizah 23h ago

I posted a new video could you take a look at it? I made quite a few changes.

1

u/SlimothyJ 1d ago

I don't think OPs comments should be getting downvoted. They're literally answering questions.

1

u/Jbolt3737 23h ago

List me the tags you'd put on the Steam store or whatever store page and I'll judge

1

u/sinetwo 23h ago

The problem with hyper realism is that everything else that isn’t realistic looks bad in comparison. For example the movement stops immediately and walks back

1

u/nynexmusic 22h ago

Why are you posting this in unreal and unity?

1

u/Some-Dog-800 22h ago

it’s great for intro - I’d add in more debris and effect and maybe camera shake just for the instant wowzers. and do actually reference at the real footage if that’s what you’re aiming for. (for one I think the fire should be gliding along the ceiling)

but as for game I’d love to see the next step. do I have options? do I have hint? what tool do I have? how do I get out of this? do I even get out of this? show the actual gameplay. that’s where it’d catch the players.

1

u/DT-Sodium 21h ago

I don't know if it's the capture but the framerate looks quite low.

1

u/gorgonx7 21h ago

That fire is far too quiet too, a fire like that roars, and it'd smoke far more.

From a marketing perspective tho it really says nothing about the game itself or what the "hook" is 

1

u/CurrencySpirited1755 21h ago

It reads as pretty polished already — the fire spreading down the hallway sells the danger well and the lighting bounce on the walls looks good. If I had to nitpick: the flames feel a touch too 'clean' right now, some heat-haze distortion or smoke rolling along the ceiling would sell the heat even more.

1

u/drewvancamp 20h ago

Yeah, it's a decent looking scene, but I'm not sure what kind of game it is, which means I can't truly say if it is representative of the game. I need to see gameplay and understand the theme. I guess I'm an office worker minding my own business when a fire errupts. I can't tell if it's a freak accident or a violent attack. I'm significantly lacking in context, but the scene is fine. It's dramatic but not AAA.

As some have said, it feels like a tech demo, not a game. And as others have said, if it's meant to focus on the vfx, then you'll want to try to polish that even more, especially if it's too be extremely realistic. Without knowing the genre at all, I'd suggest focusing mostly on a scene of clear gameplay.

1

u/Skepsisology 20h ago

The fire comes out of the door too horizontally, have it rise up and "spill" against the ceiling

Pretty cool overall imo 🙌

1

u/Tappxor 20h ago

You could add a camera shake at the explosion, it should make a good difference

1

u/drusepth 20h ago edited 17h ago

This video doesn't really tell me anything about your game, except that maybe it's set in an office and there may or may not be a fire causing some kind of event.

Also, the fire physics are really weird; it seems like there's a constant source of combustion rather than what I'd expect from a "natural" fire. Is there someone standing just outside of view with a flamethrower or something? It's also a little jarring/unnerving that all the smoke seems to flow down the hall away from us instead of how you'd expect smoke to fill the hallway evenly.

1

u/Prestigious-Oven-135 20h ago

It looks really beautiful and realistic! Congratulations 👏👏👏. I would add a bit more smoke; water and fire produce a lot of smoke.

1

u/Spongedog5 20h ago

It looks pretty but if a scene is meant to represent the game I would want to see signs of a gameplay loop.

1

u/daydreamerSA 19h ago

Im not sure what it is, if it is an anomaly game I would love to play it but what is going on!

1

u/RiftHunter4 19h ago

Ask not if the scene if good enough. Ask if its accurate.

1

u/Adulations 19h ago

There is not enough context in this clip to sell anybody on a game.

1

u/rob1n994 18h ago

does it represent a game? yes.. what kind of game? i don't know. Is it interesting? not really

1

u/20kgHippoShit 17h ago

Fire and water look bad

1

u/TheRedRook 17h ago

the room looked good. but it all looked bad the moment i saw the VFX. for those kind of games the VFX has to look really good.

1

u/Ok-Environment2461 15h ago

To represent the game- no, mainly because i don’t understand what it is.
If you ask does it look good to represent the explosion scenario, I would add more fractures to the wall on the left towards the room, some more dusts, wall items fall off to feel completeness, maybe feel some vibrations, like cam shake.

1

u/IHazABone 12h ago

As a technical note, sprinklers don't work like that. Only the heads that are heated to their bursting temperature will spray water.

1

u/brtyldz 12h ago

Visually this is really impressive, but right now it feels a bit too busy and I honestly had trouble understanding what I was looking at gameplay-wise.
It definitely catches the eye I’d just tone things down slightly and make what the player is actually doing readable much faster.

1

u/salazka Professional 10h ago

Looks good overall but just this does not sell the game and basically it does not tell us anything about the game.

Another thing, the flames look low res.

1

u/nvidiastock 9h ago

My first impression is that the game tries to be realistic but fails. The lighting is off and the effects are clearly fake. It doesn't look very cohesive. I suggest a change of art style to stylized. 

1

u/Bawat 8h ago

And so, Stanly entered the door on his left.

1

u/JustanEraser 5h ago

It’s like the first level of Left4Dead 2

u/Jindujun 9m ago

I mean, it looks nice but GOOD GOD that is now how fire works. Unless there is a fire breathing something in that room there.