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Graphical Changes of Crash Force

Car Wars was the previous name of Crash Force Car Wars was the previous name of Crash Force
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Graphical Changes of Crash Force

 

Since our latest patch (v.1.4.2883) we have introduced a new shader to Crash Force. This shader is applied by implementing in UE4, a post effect to both the Camera and as a Post Process Volume. The Sobel Effect of the Edge Detection and the RGB decolouration are implemented on the Volumes throughout the maps. The Grain FX and the rest of the lens artefacts have been implemented directly on the players' cameras. We chose to allocate the lens effect on the camera so we could keep things tidy.

This graphical change was implemented first in our map Aquila Plains, as you can see from the editor screenshots below:

 Aquila Plains graphic changes of Crash Force

Aquila Plains map graphical changes of Crash Force

Aquila Plains map graphical changes of Crash Force

Aquila Plains map graphic changes of Crash Force

Then Cicuma Forest (our second map) was adjusted accordingly as you can see below:

Cicuma Forest graphical changes of Crash Force 

Cicuma Forest graphical changes of Crash Force

Cicuma Forest graphical changes of Crash Force

Clava Tombs, our last map was then adjusted to match the rest of the changes of the other two maps:

 Clava Tombs graphical changes of Crash Force

Clava Tombs graphical changes of Crash Force

Clava Tombs graphical changes of Crash Force

Lastly, our Main Menu "room" was then adjusted to meet the map changes:

 Aquila Plains in game screenshot of Crash Force

Cicuma Forest in game screenshot of Crash Force

Clava Tombs in game screenshot of Crash Force

Overall, we think that this art direction really benefits Crash Force and gives it a futuristic sci-fi approach, and at the same time solves the issue of low brightness in specific areas of our maps and pops out the detail of both the hovercrafts and map.

 

We posted a small gaming clip to on Facebook to show the graphical changes in Aquila Plains :

 

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