J'ai recréé POKÉMON sur UNREAL ENGINE 5 (avec ZÉRO EXPERIENCE)
What If Pokémon Never Went 3D?
The Inspiration Behind the Project
- The creator reflects on how the transition to full 3D in Pokémon may have lost some of its original charm and vibe, prompting a desire to explore this concept further.
- Initially unfamiliar with game development, the creator decided to remake Pokémon using Unreal Engine 5 after four months of dedicated work.
Learning and Challenges in 3D Development
- Acknowledging Nintendo's strict stance on fan creations, the creator emphasizes that this project is for fun and educational purposes rather than serious commercial intent.
- The journey began with an obsession over animated battlebases, which were hard to find online. This led to the realization that creating them from scratch was necessary.
- Despite having no prior experience in 3D modeling, the creator learned through trial and error, utilizing free software like Blender to create animated battlefields.
Overcoming Obstacles in Learning
- Learning Blender is compared to acquiring a new language; it requires understanding complex terminology and mastering keyboard shortcuts for efficiency.
- After several days of experimentation, the first simple battlebase was created, showcasing progress despite initial struggles with basic terrain modeling.
Progressing Through Experimentation
- Continued experimentation led to more complex designs such as lava and electric terrains. Each creation improved skills and confidence in 3D modeling.
- The most challenging project involved creating a Flying-type terrain using particle systems, marking significant growth in abilities.
Inspiration from Other Creators
- The unexpected success of "Clair Obscur: Expedition 33" serves as motivation; it highlights how small teams can achieve remarkable results against odds.
- Guillaume Broche’s story illustrates that dedication and self-learning can lead to significant achievements in game development despite starting from scratch.
Key Takeaways About Creativity and Skill Development
- Emphasizing that talent is not innate but developed through hard work and passion; anyone can learn new skills if they are willing to put in the effort.
- Encouragement for viewers who wish to create or learn something new: persistence combined with passion is essential for success.
Inspiration and Ambition in Game Development
The Drive to Create
- The speaker expresses a strong desire to learn and improve, aiming to create something unique rather than settling for simple projects.
- There is an emphasis on the importance of experimentation and hard work in achieving personal goals.
Introduction to Unreal Engine
- Unreal Engine, developed by Epic Games, is highlighted as a versatile game engine used for various titles, including Fortnite and Hellblade II.
- It is noted that Unreal Engine can be downloaded and used for free, with a 5% royalty fee applicable only after earning over one million dollars in revenue.
Transitioning from Blender to Unreal Engine
Learning Curve Challenges
- The speaker reflects on the initial excitement of using Unreal Engine but quickly realizes the steep learning curve involved.
- Key differences between Blender and Unreal are discussed, particularly regarding interface and shortcut keys which lead to confusion.
Understanding Blueprints
- The concept of Blueprints is introduced as a complex system within Unreal for building logic and events, contrasting with Blender's modeling focus.
Setting Goals: Remaking Kanto Region
Defining the Project Scope
- The speaker decides on an ambitious project: remaking the entire Kanto region from Pokémon while acknowledging the need for realistic goals as a beginner.
Visual Style Considerations
- A blend of DS-era Pokémon art direction with modern influences like Octopath Traveler is desired; however, there’s a preference for more detailed character designs.
Creating Environments in Unreal Engine
Starting Small: Pallet Town
- The decision is made to begin with Pallet Town due to its foundational elements necessary for world-building.
Landscape Creation Process
- Creating landscapes involves sculpting ground shapes and painting textures; this process is described as satisfying yet complex.
Utilizing Advanced Tools: Runtime Virtual Textures
Enhancing Realism in Landscapes
- Runtime Virtual Textures (RVTs) are introduced as powerful tools that enhance landscape realism by controlling vegetation appearance based on painted textures.
Building a Living World: Foliage Challenges
Importance of Vegetation
- Emphasizes that creating diverse vegetation is crucial for making the world feel alive but also presents significant challenges due to performance considerations.
Techniques Used
- Discusses techniques such as using flat images arranged strategically to simulate 3D models while maintaining low polygon counts for efficiency.
Final Touches: Crafting Flora
Flower Creation Process
- Describes how flowers are created through sketching in Photoshop before importing into Blender or Unreal, showcasing creativity alongside technical skills.
Tree Design Struggles
- Highlights difficulties faced when designing trees that fit Pokémon aesthetics; ultimately leads to modifying existing models from previous games.
Foliage Tool and Environment Design
Introduction to the Foliage Tool
- The Foliage tool allows users to paint multiple shrubs at once, enhancing efficiency in environment design.
- It incorporates randomization of colors, thickness, and height for a more natural look.
Enhancing Visual Elements
- The default sky in Unreal Engine is improved by seeking inspiration from others' work; purchasing assets can provide valuable insights into complex systems.
- Tutorials and resources available on FAB (Unreal's marketplace) include free 3D models that can accelerate workflow.
Water Effects and Details
- A tutorial by Rimaye introduces an effective water material that reacts in real-time with objects, creating realistic ripples.
- Additional details like street lamps, benches, and animations were added to enhance the environment's liveliness.
Challenges in Game Development
Scaling and Texturing Models
- Houses were scaled up and textured to appear less smooth and more integrated into the environment.
Character Creation Process
- Creating characters involves designing pixel-by-pixel sprites for various poses including walking and running animations.
- Movement logic must be programmed manually rather than relying on automatic settings within Unreal Engine.
Complexities of Animation and Sound Design
Animation Challenges
- Each character requires unique animations for different movements which adds significant workload.
Sound Design Integration
- A sound system is created to generate footstep sounds based on the surface type being walked on.
The Pokémon Integration Dilemma
Creating Pokémon Animations
- Importing Pokémon sprites involves separating poses into flipbooks for animation, which is time-consuming.
Programming Behavior Mechanics
- Each Pokémon’s properties such as size, speed, and movement behavior must be explicitly programmed within Unreal Engine.
Finalizing Pallet Town
Overview of Final Version
- The final version includes interactive Pokémon that can wander or follow players based on user input.
NPC Integration
- NPC characters are animated similarly to Pokémon using techniques learned during development.
Creative Liberties Taken
- Certain areas have been creatively altered while maintaining a consistent atmosphere; day-night cycles are disabled for aesthetic reasons.
Saffron City Project Overview
Purpose and Experience
- The speaker expresses a fondness for Saffron City, indicating it may be their favorite aspect of the project.
- The main goal of the project was to create cinematic shots for future videos rather than building an entire map.
- The challenge of the project was enjoyable and provided significant learning opportunities over several months.
- A final announcement is made regarding the project's outcome, described as a prototype or demonstration of what has been achieved through this work.