I watched the livestream and played the terrain demo. I definitely hope this is not the art direction of the game because it looks like the generic full bright Chinese Battle Royale Futuristic Shooter.
And I really mean that.
This is a screenshot from a failed Chinese Battle Royale that had to be pulled from the Steam store:
The Art demo was much better in terms of vision and style. It seemed much more gritty and almost straight out of Pacific Rim.
- The biggest mistake a lot of visual mediums do is recreate the real world as accurately as possible when in fact the human brain bases its judgment on fragments that it remembers. The beach is usually super bright in real life while the brain remembers the colors blue and orange. In my screenshot of the terrain build I only see blue, gray and green which is the opposite of what I remember visually of a beach.
I heavily suggest in future builds that you experiment with color tinted lights and fog to create a feel which you did in the Art build.
- Foliage is animated but when you run everything looks static. If you want to mitigate this I would recommend that you speed up the timescale for foliage when the player state is set to running. This will also make the world "move with you" as you stagger around, even if you are in a mech.
- I don't know if it's due to time constraints but ground should be painted with grass texture if foliage is above it. Right now we have grass growing on sand and rock which looks quite odd.
- You should never have a bright sky. This is something to consider as a wallpaper for the eyes.
If you played any Wii or a Nintendo game for that matter you'll always notice how much detail they put in the skybox to make it look like there's a world around you. I think Overwatch is also another example of this:
Tinted sky with different layers of clouds.
- You should also cutdown on texture resolutions because there is no reason to have 4K textures on trees. Most "gamers" build monster rigs to be able to multi task or be competitive and a lot of them run the game with no AA which means everything looks like a glitter fest. The monster's high resolution bump maps caused a lot of strain on the eyes because of the thousand tiny lit areas.
I understand people can set texture resolution to low but they want their mech and character to look good, not the trees or random rocks.
You should go back and forth between the Art and Terrain build to understand how to visually transfer the same theme without making it look like a battle royale/rust clone. Those games need to look like this because of the huge amount of players and spawned assets in the world.