Old little prototype
Gameplay view. Default UE4 gun model))

Gameplay view. Default UE4 gun model))

Little fly through

Time of day

Time of day

First version of the car. Almost)) 
That bluish thing inside supposed to be giant screen

First version of the car. Almost))
That bluish thing inside supposed to be giant screen

More graphical second version of the car

More graphical second version of the car

Lens flares idea test

Lens flares idea test

Lighting testing area. I was using partly pre-baked lighting with dynamic sky and sun lights

Lighting testing area. I was using partly pre-baked lighting with dynamic sky and sun lights

Seasonal changes

Seasonal changes

One of early tests, interesting bug with decal made nice fake snow

One of early tests, interesting bug with decal made nice fake snow

Clouds test. I had shader to flatten cloud meshes from the bottom, so by simple rotating and scaling I was getting interesting shapes from single mesh

Clouds test. I had shader to flatten cloud meshes from the bottom, so by simple rotating and scaling I was getting interesting shapes from single mesh

Pretty boring walking and driving around.

Old little prototype

Some game idea I was prototyping two and a half years ago, was trying to get some more graphical and not so game like look. Gameplay in some way was inspired by Wind Waker, where player would have lots of small islands / dungeons to explore but instead water have huge grassfields. And every dungeon supposed to have multiple access points, so theoretical game experience would be less direct comparing to traditional zelda dungeons.
Another part was idea of finding some simpler approach to visual side. Where simple colors and silhouettes with plausible lighting should have little touch of texturing mostly done via shaders.

I had full dynamic time of day system and at some point even tested seasonal changes. Where seasons may affect accessibility certain areas.

More artwork