This piece started off as a test scene for some terrain materials I made in substance designer. I'm working on a more simple, easy to adjust system for my substance files, and made this scene as a test case. The scene grew much bigger than I initially planned. I ended up using a mixture of old and new art to put it together.
I thought of this as a early 1900's countryside setting, when the electric grid first appeared, but traditional farming society was prevalent. No automobiles etc. Could be a nice setting to explore a combination of new tech (steam punk?) and old folklore (Trolls/monsters etc.) It's built to be adventure game with platforming elements.
The detail level is not that high, similar to games I've worked at that could run on switch(with reduced lighting settings).
The materials are pretty cheap too. For the terrain I used straight vertex alpha blending(no extra height blend alpha) between 2 materials. Red and Green vertex channels to add/multiply in subtle medium/large scale color variation.
It's a fair bit of work to plan and lay out the different terrain materials on the mesh, using this method, vs running a more high end terrain shader, but it does run better on lower end hardware. (nintendo)
Used Direct light with a light function material for cloud movement. Used the light function distance to dim down the background lighting. Used simple Exponential Height fog for atmosphere, and Local Sphere fog actors near the waterfall.
Tried to get a kind of stop motion puppet movie look to the lighting. Pretty soft light falloff, not too contrasty. I stuck with the traditional SSAO method of lighting instead of lumen(Lumen looks great but was a bit unstable to work with on my machine).
Oh, and try not to look too closely at the water. The shader's a bit rushed. :)
Lighting, Daylight/Overcast/Night
Substance Designer Terrain material.