After more than one year of development I’m done with the biggest part of the underlaying engine (on top of unity of course). Most of the time was spend with programming but I also redid the player model and the mecanim system, built some new props, switched to normalmapped and tesselated world textures (if this is not going to kicking me in the back one day…), switched completely to PBS, deffered rendering, linear workflow and implemented most of the image effects I need.
I’m already quite happy with the look of game and over the next months further finetuning will bring it even closer. It’s always difficult to decide how to split the time between code and art but it’s dangerous to let one fall back too far. Turned out it was a good mix so far.
Next to come: some ingame footage.