AAA Games That use Unreal 4
Dragonball
FighterZ (Arc System Works)
Dragonball FighterZ is a fighting game based on the
DragonballZ anime. Despite the at a glance 2D appearance of the game it
actually uses 3D models with the use of advanced shaders to recreate the anime
look of the show. The models on their own look fairly bland with a few black
lines present in the texture work being the only thing stopping the model from
looking completely flat. However, in game with the cell shading and other
shaders enabled the models really spring to life with dark shadows accentuating
the look of the characters as well as the shader drawing the important black
outlines around the edge of the character. The scope of the game means that the
developers at Arc System Works had more control of how things are presented.
Being a single plane fighter, the developers didn’t need to worry about the
lighting interacting strangely with the shaders as the camera is almost always
in the same Y axis. That being said the adherence to the look of the show is so
strong that the lighting and shading of the characters don’t follow normal
logic with shadows appearing uneven as it attempts to replicate the quirks of
the shading of the show that were potentially caused by budget or time
restraints. There are some instances where the camera does move around more
which likely meant that the developers would have to manually tune the values
and such in order to retain consistency.
The game runs at a locked 60FPS to keep the experience
consistent allowing players to remember and act upon the timings of moves
consistently. However, the frame rate of the animations is lower, once again
attempting to recreate the show as faithfully as possible.
Octopath Traveller
Octopath Traveller combines 2D and 3D elements to combine
the style of a classic JRPG with modern techniques to create a unique visual
style. The game places 2D pixel art sprites in a 3D environment with the
texturework of the assets also adhering to the pixel art style. The geometry of
these 3D assets is simplistic in order to suit the pixel art style, creating an
interesting paper craft cardboard cut-out quality to the presentation of the
world. That’s not to say the material work fully replicates traditional pixel
art with specular maps being used on some materials such as cathedral tiles as
well as water using modern shaders to provide a more natural look. Items such
as flags appear to be animated by hand due to their deceptive texture work but
actually use the cloth material modifier that’s effected by wind. Foliage such
as trees use the material-based grass wind modifier.
The game also makes great use of elaborate particles and
depth of field effects blurring out the background environment that is made
possible by the 3D presentation which also allows proper 3D lighting with light
shafts enabled and certain objects such as lamps illuminating the scene. The
combat encounters despite appearing flatter than the presentation of the
overworld still take place on a 3D plane, allowing the camera to shift and
rotate ever so slightly during combat such as when trying to accentuate the
impact of a special attack.
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