Hammering Away!

I’ve been taking advantage of this time off work and have been hammering away at the project every day. This is the absolute biggest map I’ve ever attempted and it’s way farther along than the UDK version that I worked on so long ago.


Just comparing what is visually possible now in UE4 compared to the UDK years ago is astounding. Just thinking, if I had completed Out Of Hell(UDK)/Infernal Dead/Daemonicon back then, it still would not have been the game that I had truly set out to build. As you all know I had a ton of problems with the UDK and I would have had to just make due or settle on taking out a lot of features. As with the mod version of Out Of Hell, I would have completed another linear single-player game but deep down I would not have been truly satisfied. If I had released this for the UDK and then seen what was capable with UE4 now, I’d have been way too tempted to remake it again!

Because of the power of UE4, the fact that there is a Marketplace where assets/blueprints can be purchased if needed and tutorials on anything (I mean ANYTHING you want to do) your imagination is the limit on making the game you always dreamed of.

I’m still going at it and I have some really unique ideas that you really haven’t seen in a horror game before. I promise this game will terrify you (which is why I’m so secretive about some of the details) so hang in there guys! I’ll see you next time!

EDIT: I was just playing around with some LUT’s and a few of them actually make the scenery pretty stylized! I’m already going for a very contrasted look but these other LUT’s kick it up a level! Which do you like? Let me know in the comments! (Maybe I can just include all of them later and let you decide in the Options menu with “Original” being the default?)


Eh, Why Wait?

Hey guys! I decided to record a small video of the forest since the screenshots really don’t do it any justice. It’s a quick and dirty video capture so don’t expect anything too polished! Also, sorry for my jittery mouse movement and the black borders around the video! I just started learning OBS Studio. 🙂

I tried really hard to nail down that “Autumn mood” with the “Out Of Hell feel” and I think it turned out alright! It’s obviously not finished yet; it lacks sound, particle effects and other minor details (plus the rest of the map hehe!) but the atmosphere is there!

The first of many to come. Enjoy!

A Day At The Lake!

Just a small update here to show a bit more progress on Laughlin Lake! I’m quite happy with how it is working out, especially the framerate which remains high no matter what is in view (you probably didn’t notice while playing it but the framerate in the OoH mod was not that great! *wink wink*)

I really don’t know how things work under the hood but UE4 is doing a damn good job of keeping things running smooth. I also try to keep things simple on my end with low-poly assets, keeping texture sizes small and using what few tricks I know to give the illusion of something more complex! 😉

Once I get enough content to put together a proper trailer then you’ll be able to see it in motion. It looks quite beautiful with movement but for now we’ll have to stick to screens.

Below are a couple of evening shots:


And then a few shots at night. Imagine being chased by Manipulators through these woods! As creepy as it all looks at night, you still won’t want to get dragged into Hell, which in all honesty may happen quite often! 😛

Eventually I would like to give the flashlight a subtle beam effect. We’ll see how that goes later.


Early morning. A perfect time to head down to the beach and wash your soiled underpants:


Ever Have One Of Those Months?

January was one of those times where things were just out of whack! I wasted a lot of time but I did learn some things so I guess it wasn’t a total waste…

When I started working on Laughlin Lake (yes, we’re revisiting it!) I thought that the best way would be to construct the entire terrain in an external program (it totally wasn’t) I used a landscape generator to make some random terrain, sculpted the larger details and cut it into large quadrants. I would then work on one quadrant at a time and sculpt in any fine details I needed. I was even able to create roads that conformed to the terrain itself. I used these techniques on the Outskirts map.


The problem was that this terrain (for the Lake) was about 8 times larger than the one in the Outskirts and had more variances in it. I stuck with this for a couple of weeks but eventually gave up as it became so tedious and ate up a huge chunk of time having to alter it, reimport it, make sure everything was aligned etc. and then go back and do it all over again. UE4 already has its own Landscape tool with almost everything that I could need and yet here I was trying to reinvent the damn wheel!

So after abandoning that idea I started using UE4’s built-in tools to create my terrain. I’ll admit that the last time I used the UE Landscape tool was when it was in the UDK and I didn’t have a good time with it. It had some limitations and I experienced frequent crashes while using it.



I’m happy to say that this time around it has been painless. It was a bit of a set up but proved worth it in the end. I could sculpt, paint, scatter foliage all in real time and make changes as needed. There is even a tool to create roads and have the Landscape align itself to it! Awesome.


It’s a modest Material. Cheap and nothing fancy needed!

If during testing I got stuck somewhere on the terrain, I just fixed it up in realtime instead of having to go all the way back into the external modelling program, fix the issue, re-import it in again and hoped that it all worked out. Huge time saver there.

Then I needed to bring in some Spruce trees I created some time back! I had generated them a year ago in Speedtree but never imported them into UE4 because I didn’t need them yet. But wait a minute…something is off. The textures aren’t aligning with the models! I take a closer look and all the tree models (all 88 of them, YIKES) have issues that I somehow missed the first time through. So I renew my Speedtree subscription so I could use the tools and get to repairing them all. In the end, I ended up rebuilding all of my base trees with further optimizations and just randomly generated the rest from those base trees.


After that was done, I needed some rock and cliff formations. Now, in my opinion, I think that natural-looking rocks and trees are the hardest things to model. That’s just me though, because I’ve seen plenty of other Artists do some mind-blowing work. Anyway, I found and purchased a Rock Generating program (it was super cheap) and though I initially thought that the rocks looked pretty good, I eventually decided it wasn’t what I was looking for. I needed something more realistic.

Then I remembered about Photogrammetry! Yes! I went through a couple of tutorials and it all seemed pretty simple! I decided to get a rock from outside and started to take pictures of it. The very first attempt was a huge success! Out of 125 pictures I took with just my phone, Meshroom was able to use 123 of them. I did this by slowly rotating the rock and taking pictures from the same angle (it sort of reminded me of Highscool when I dabbled in a bunch of stop-motion animation projects. Good times)


It took about an hour and a half to process and the results were fantastic! I gathered about 10 more interesting-looking rocks and took hundreds of pictures and fed them into Meshroom. Unfortunately, after an entire week, the only success I had with Photogrammetry was the very first rock. The pictures I took kept getting rejected by the program for some reason! Similar setup and lighting, I tried anywhere from 30 pictures up to 200, I tried setting up markers, I tried circling the object. None of it was working and I kept on getting partial, messy models. Each attempt took anywhere from 45 minutes to 2 hours to process. It was just eating away too much time again.

I gave up on that idea and just bought a bunch of photoscanned rocks online, made some alterations and now they’re in-game. I should have just done that in the beginning! I did make a few rocks of my own but I mainly used the photoscanned assets to help flesh out the rock cliffs I had made.

Now onto the Lake water itself! I used the material for the Blood River in one of the Hell levels and altered it to look like water. But wait a second…now what?! It turns out translucent materials can’t accept shadows! I didn’t notice it before because of the lack of directional lighting in the Hell level! So while the water effects looked fine, the shadows from the surrounding environment weren’t showing up on the water! I decided to make the material opaque so that it could recieve shadows and I also dithered the edge of the water to give the illusion of translucency…except now, the water doesn’t have any caustics! Opaque materials aren’t capable of refraction! FOR THE LOVE OF ALL THINGS CRISPY!

After spending a bunch more time on that I finally figured out a method that looks alright. I now have the water recieving shadows, there’s depth to it and the geometry underneath the water distorts properly.


Obviously it isn’t well represented here but when you see it in motion it looks nice.

Alright, so it’s back to work! The map is nowhere near finished but this should give you an idea of what Laughlin Lake will look like this time around!


Why Is No One Renting?

A generous space for storing anything you want is only an extra $10 a month and yet, no one wants to go down there? I wonder why? 😳


All kidding aside, the layouts for the Apartment storage area are complete. All of the cages are empty for the time being but rest assured they will be filled with all sorts of junk that you can rummage through. Items will be randomly generated each time so you may find nothing or you may find tools, weapons or even old stashes of dirty, DIRTY 60’s porn! 😆

As I was building this storage area it started to look more and more like a sewer. In keeping with the visual consistency of the underground parking lot, I needed this place to look wet, dank and cold. I went back to the old OoH 2009 map and found the solution! I added in some wooden slats between the cages and also the framework along the walls for insulation and voila! It broke up the monotony and the little bit of color instantly transformed this environment!

I felt bad teasing a chainsaw in one of the cages in OoH 2009 without ever letting the player get a hold of it. I can’t remember exactly why I left it out in the end product but it may have had to do with animation problems. I think I couldn’t get the chain to move convincingly enough. I also left out other weapons like the bat, shovel and sword because of redundancy but that will all change this time around. Weapons will serve different functions and with the random nature of weapon spawns, I can afford to include more types!


I’m going to take a break from underground stuff now and move onto the forested areas next! I actually find it’s a good idea to switch to a different type of environment after a map is done. Otherwise I start getting tunnel-vision and things start to look the same…the office building map starts to look a lot like the police station map which looks like the apartment map and…well, you get the idea. If I started on the sewers next and then more hell levels, they would all start to look and feel similar in the end. Changing scenery keeps all scenery fresh!

Hope you enjoy this small update! Have a good one and I will see you all in the New Year!

All Parking Lots Are Creepy!

When I was a kid my parents used to make me take out the garbage when we lived in these old apartment complexes. They ALL had creepy, damp underground lots and of course, the garbage room was always as far away from the entrance in the dankest, darkest corners as possible! Being a bad kid, I would always find other places to throw the garbage!

When I started work on the apartment map I naturally started with the underground lot first. I visited the old mod version to refresh myself and was surprised at how much garbage there was everywhere! Like, literal garbage! Piles of bags and so many dumpsters in non-sensical places the city garbage crew would have a really tough time collecting it every few days! It was all subconscious stuff I guess! It was totally unintentional.


I’m actually amazed that I can even get anything done in regards to level building. Though my workflow is much better than it used to be, I still don’t do a good job of laying it out on paper first. Take a look, this is 100% real…unfortunately:


I usually work just from imagination or referencing memories of places that I’ve seen or been to, like the creepy old apartment parking lots! Sometimes it’s hard to believe that this…


…eventually turns into this.


I’ve found that once I establish a basic layout and nail the atmosphere down, it just sort of…takes on a life of its own? I don’t know how else to explain it other than the flow and logic of the visuals just guides me to fill in whatever it needs next.

Does that make sense? Hmm…I might just be crazy.


I’m back with a small update on the next map: The Trainyard! It’s always interesting looking over the old maps from OoH 2009 for reference and trying to re-imagine them in more realistic, interesting ways:


I’ve tried to take a more grounded approach this time. No more nonsensical structures just to make the scenery look busy! There’s actually room to breathe now.

There really isn’t all too much to report other than I’m moving at a pretty good pace with these maps. Now that the base layout is done and the atmosphere established, I’ll be jumping onto the next map and flesh out the visuals during the detailing phase later!