Beyond the Dark was a concise six-month project with several key objectives. First and foremost, it served as a testing ground for various developmental tools, including the Surface Appearance node, Render Fidelity and the Packages system. Our second goal was to leverage our existing pipelines and tools to create a complete experience from start to finish. Simultaneously, we aimed to push the boundaries of what the platform could achieve, and create a stress case to our performance engineers. The end result was the experience itself, showcasing the platform's capabilities and providing the community with free assets for use in their own projects.
It's important to note that the Roblox platform has inherent limitations when it comes to achieving industry-standard, high-quality AAA art. This project was conceived to explore just how close we could get to that level of quality.
Our inspiration drew from a variety of sources, including games like Mass Effect and Destiny
To play the experience, visit the following link:
Beyond the Dark on Roblox
https://www.roblox.com/games/7208091524/Beyond-the-Dark-Vistech-Showcase
For an in-depth look at our development process, please refer to the following resource:
Beyond the Dark Development Process
https://create.roblox.com/docs/resources/beyond-the-dark
YouTube Trailer
https://www.youtube.com/watch?v=g1BcA1bpU9Y&ab_channel=Roblox
YouTube Flythru:
https://www.youtube.com/watch?v=OUP2vYcv_Lc
Our team included the following artists:
Stephan Jobe (Avatar, NPCs, Animation)
Chad Foxglove (Skybox, FX)
Marshall McGee (Audio)
Karla Polo (Murals)
Mike Mariano (UI)