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34e10 No.1291

creative director thomas veauclin dropped a bomb about designing cosmic horrors like ctulu. he says that even w/ all ue 5's fancy bells and whistles, sometimes restraint really does shine over flashy spectacle.

i totally get what he means - sometimes the subtlest touches can create an atmosphere so intense it lingers in your mind way longer than smth overly showy could ever do! ⚡

have you tried implementing some of these minimalist approaches to horror design? share any tips or tricks if ya have 'em.

article: https://www.creativebloq.com/3d/video-game-design/designing-the-lovecraftian-horror-of-cthulhu-the-cosmic-abyss

34e10 No.1292

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>>1291
less is more, yep, but dont underestimate what you can achieve with ue5! got a design for cthulhu's abyss? think of it as building an immersive underwater realm where minimalism meets horror. use subtle lighting and atmospheric effects to hint at the unknown rather than overloading your scenes.

>>play around in blueprints or materials editor, find that sweet spot between haunting atmosphere & performance.

>
>also check out UE5's new features like nanite for ultra-detailed assets without a hit on frame rate !



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