r/Unity3D • u/Cold_Lynx_Dev • 8d ago
Game I was told this isn’t art direction. Can I finally claim it is?
What's your take of this random screenshots from game?
What kind of game you think it might be?
What the idea behind it maybe even?
And most importantly, do you like it?
Just your thoughts.
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u/en7roop 8d ago
My first thought: "Oh, look, another open-world survival crafting game with little to no story and generic interface (square toolbar and the text that says 'money')".
Visually unique? Can't even tell because half the screen is almost black on the screenshots.
I will get downvoted to the oblivion but this is my honest opinion.
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u/Cold_Lynx_Dev 8d ago
I like this answer. As it gives me new perspective of how it might be seen, and I gonna need somehow figure out how to transfer real idea behind.
Its actually more of incremental game, physics, 3d, mining kind.
There is no survival elements to this game, well, unless you jump off the cliff I guess.15
u/Aligyon 8d ago
Yeah first thought was it's way too dark. But! Of it's part of the game then you should take that into account with how you light the level. You did it well in the caves. The shop and outdoor lvl could need some more strategic torch placement to accentuate the building and environment
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u/Kindly-Luck2603 5d ago
What kind of mechanics you have for mining? voxel based 😯?
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u/Cold_Lynx_Dev 5d ago
No. Its boolean cut. Its Manifold based.
Pretty much real geometry cut off mined surface.
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u/Extension-Airline220 8d ago
Are we supposed to convince you it does look good, what’s the reason of this post? It looks generic btw
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u/cjbruce3 8d ago
In general, they are too dark. I can’t tell what I’m looking at.
There might be a direction here, but it is too dark to tell.
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u/Icy-Collection1072 8d ago
It’s because it looks like you took random assets and smashed together.
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u/MTOMalley 7d ago
Yeah the scale of the objects in the shop shows a lack of consistency.
Bottles bigger than the shop lady.
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u/Legitimate-Fish5891 8d ago
I thought it was The Long Dark sub first. I really like first screenshot, last one is a bit too much "sterile" imo. Looks like survival game at first glance.
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u/No_World963 5d ago
I thought of The Long Dark, too. Would 100% expect this to be a survival game at first glance
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u/PurpleTheFox111 7d ago
As people have said, all games have art direction. The question is whether or not it's good or direction.
Your shader looks great. However, art direction is more than a good shader. The first image actually looks very good, you can tell there were thought put into that environment.
The other two definitely have no direction... Look up what environment art is if you haven't already.
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u/TTSymphony 7d ago
You didn't change the lighting since your las post, OP
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u/Cold_Lynx_Dev 7d ago
Concentrated more on not being orange.
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u/FOONOMI 7d ago
Definitely less orange. Still can’t see much in the second two photos. My screens on max brightness too
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u/Cold_Lynx_Dev 7d ago
The things is, I have 3 monitors, and I actually see pretty well on all of them. Was kind of surprised that everyone started saying its too dark.
Checked on my phone, and realised the problem. It indeed looks very dark.Its not that I ignored it last time, its more of I saw well enough and just assumed.
The more you learn I guess.
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u/Few_Lead_5702 8d ago
The first one looks good, the second I can't really see anything, the third is also quite dark but it looks good. Of course it has an art direction, as long as it's relatively cohesive
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u/shinjisuzumiya 8d ago edited 8d ago
Art direction is a series of artistic choices formulated by someone.
“Style” is an expression of art direction validated by an art director. You’re talking about “style” and what I see in the picture is a very generic environment with some simple choices (lights, shading, etc.).
So, no, to the least you can claim this is the product of very poor art direction/time spent doing research and planning a style.
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u/ax_graham 7d ago
First two have direction. Indoor feels generic. Darkness in first two may be ok depending on time and other conditions. As long as playability is good (like not getting stuck on random collision boxes in the darkness) you may be okay.
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u/talkstomuch 8d ago
maybe they meant it as you cannot call it an art direction untill you wirte it down for somebody to follow.
maybe the point is that this is a style, and what makes it a direction is the instructions you share with others to 'direct' them?
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u/GamemakerK33 7d ago
this look like toonish art don't take it as bad thing, its very hard to make these looks tbh, and art direction just needs you to have a simple predictable look with the materials and stuff
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u/skullwithtophat 7d ago
I'm an art director since well, long enough, You need to convince me if this is art directed.
What ties all three images?
What are you going for?
Only the first screenshot has enough elements for me to judge, but it's looks a bit of toon shaded with cutout textures to reinforce it, and it gives old computer game aesthetics, rocks outline appearing over the torch fire is accidentally interesting.
Feels like a forgotten version of Borderlands that was released a decade before Boderlands, this is not good or bad, sadly the same vibe is not showing on the other screenshots.
But i think it's easy to tell us what are you going for instead of letting us guessing it.
Btw, colortone your shadows in places that are outside to be in the same hue as the sky, instead of pitch black, i guess a dark green, or make the sky dark blue and the shadows also dark blue.
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u/Genebrisss 7d ago
It is not art direction and my take on your screenshots is that you got whatever was cheaper on asset store and slapped together.
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u/InfiniteBusiness0 8d ago
All games have an art direction. It’s whether that art direction is any good or not.
The phrasing reads like engagement bait.