Conarium: Lovecraft + Unreal
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by derjyn@gmail.com
3 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
4 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

Conarium: Lovecraft + Unreal
9 June, 2017
News

Adventure horror game that works as an homage to the events of ‘At the Mountains of Madness’. Created by 3 people.

Lovecraft and games go hand in hand, but we rarely see a good combination of the two. Conarium is an exception from the general rule. This project was created by the guys from Zoetrope Interactive and published by Iceberg Interactive.

Zoetrope Interactive is a tiny little game development studio from Istanbul/Turkey. There are only three people on the team: Galip Kartoğlu, Onur Şamlı, Oral Şamlı. Conarium is not their first take on Lovecraft. Before that, they’ve released Darkness Within. It was a huge success, so they’ve decided to continue their work on the theme. This is how “Conarium” was born.

As Frank Gilman, a member of the Anthropology Department in the Miskatonic University, you have taken part in the Upuaut expedition led by Dr. Faust, attempting to pass beyond the limits of human consciousness by using a device called Conarium.

When you find yourself regaining consciousness, you are alone in the Antarctic expedition base, and you remember nothing. Soon you will discover that having used the device during the expedition, you have died but then returned subtly changed, speaking of strange memories and of strange places. You have lost something important or gained something sinister…

Explore the antarctic base, as well as dreams and visions. Study clues, unlock secrets, experience alternate realities, but avoid macabre beings present there at all cost.

The game is powered by Unreal engine and features some very nice visuals. The environment design is really cool. Lighting is moody, there’s a lot of post effects, fog, particles and cool effects. Although it is a small game, it feels and plays really well. Grab one if you feel like you need some scares.

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1 Comment on "Conarium: Lovecraft + Unreal"

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cmc444@gmail.com
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cmc444@gmail.com

This looks very cool!

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