First attempt at importing a "Dreams" scene into Unreal Engine.
Even without textures, I have to admit that seeing this scene—which I created from scratch in Dreams—running in Unreal Engine is really impressive.
Even without textures, I have to admit that seeing this scene—which I created from scratch in Dreams—running in Unreal Engine is really impressive.
The concept explores the raw, claustrophobic feeling of human emotion trapped inside the digital matrix of a neural network.
Visually and atmospherically, it’s heavily inspired by the existential geometric cages of Francis Bacon and the surreal dread of David Lynch.
... and expanding the project with Midjourney
Testing out an autonomous traffic system for the next level of my truck simulator!
Right now, the AI cars can:
I’ve set it to spawn 7 cars per direction. Whenever a vehicle is removed after a crash, a new one takes its place.
As you can see, there are still a few traffic jams that require... drastic measures ^_^
Running another test with the new Midjourney Edit tool on some of my original portrait photography archive.
This time, I wanted to see how it handles natural hand positioning—asking MJ to add hands where the model didn't have them in the shot—or making subtle pose adjustments with loose prompts without getting too specific.
Let me know what you think, and I'm happy to dive deeper into the prompts/workflow if anyone's curious!
Before closing the project, I wanted to share this update with you.
Here's a list of things I've added since the last post:
Increased vehicle speed
Dividing the level into sectors
Each sector has a different lighting and color
Addition of mines
Addition of the lost crew recovery section
Addition of the level conclusion section.
I haven't set up the scoring yet
but I was thinking of something that combines time spent, rocks destroyed, and vehicle damage.
If you have any suggestions on what you'd like to see more of in the mini-game, now's the time to let me know ^_^ so I can consider your suggestions!
such as
the option to change the music
more rocks, more mines
more forgiving or more punishing damage
more scene brightness
vehicle refinement, additional camera settings.
Please note that the idea was a sort of reboot of the classic Moon Patrol game, which is a side-scrolling game.
I look forward to your feedback!
this is the post of the starting point for this project
https://www.reddit.com/r/PS4Dreams/comments/1w2ejzg/satisfied_with_the_balance_what_do_you_think/
A video made entirely with midjourney for an original piece of music that has had different lives, different forms, different images over the years.
When I decided to traverse it once again, I opted for the sequence shot technique, to convey the idea of gradually entering a labyrinth with no exit. This turned out to be quite complex, as expected!
I used the "video extension" function and the "start and end frame" function.
Sometimes the visual coherence isn't perfect, but since it's a journey into the mind of a person teetering between resignation and madness, where the corridors become the labyrinth in which their mind is trapped, I'd say that could be considered a feature rather than a flaw!
The translation of the Italian text follows.
A look back for just a moment
and I see the sky vibrate with terror.
A moment later, it exploded in torment,
sweeping away every old noise.
No, you're wrong, I'm not crying.
I'm just thinking about what I've lost.
It's a nightmare, perhaps, but I'm living it.
And there's no way to escape.
The sky exploded, and a moment later, silence
in my shelter I said, "Now you're alone."
Everyone said you're crazy to always stay in there.
Laugh at the crazy man who understood and survived.
Tomorrow, I know, will be a special day.
I'll be able to breathe without fear
that air that is no longer fatal.
and that once killed in horrible torture.
Now I'm alone in this concrete cage.
My shadow is my only company,
I see a distorted image in the mirror,
she is beside me and will take me away.
Update on the "Test Drive" project (new temporary name "Moon Ranger")
I've added a few things with the idea of releasing a playable version with minimal mission and scoring mechanics.
As some of you will surely notice, I couldn't resist paying homage to a classic arcade game, some of which I had already seen a possible connection with during the first test (here's the link to the first test).
https://www.reddit.com/r/PS4Dreams/s/4fjqoLPJYI
Here's what I've added:
- A Moon Patrol-style setting
- A system that measures jump length and height
- The ability to shoot to destroy rocks that obstruct the path, with corresponding scores
- A system that measures individual damage on the three axles and the chassis
- The course is divided into sectors.
The final part of the gameplay is still missing: the recovery of the lost crew at the end of the course. The player will then have to return to base to complete the mission.
What do you think? Let me know if you have any suggestions!
I still need to fine-tune the damage dynamics, which are a bit punishing now, but I was planning on a bonus once you reach the end of the path to have the damage reset before returning.
For now, I have the feeling that adding all these elements has made the physics a bit less fluid. If so, I'll release both versions so you can help me verify this detail as well.
https://reddit.com/link/1w2ejzg/video/jjcfl6jkthmh1/player
(Click on the post to see both videos!)
I worked on the weights and overall balance to create two vehicles capable of traversing rough terrain at high speed, while still being able to climb some rocks in low gear. I'm quite happy with the result.
Would you be interested in trying them in test drive mode, perhaps with just a "reach the checkpoint and go back" mechanic?
As often happens, I started this project with a question: "I wonder if this thing can be done using this logic and these connectors?"
And then I kept adding things, until it became:
deep engine
An interactive experience with dynamic sounds, shoal of fish, giant jellyfish, dynamic lights, and an underwater explorer.
A kind of virtual deep-sea aquarium, with a few secrets to discover.
The fish and jellyfish have no animations, only physics-generated movements.
The sounds are dynamic, controlled by motion sensors.
The diver's breathing is my own.
Sam:
"But this is the music of our friend,
the human creator. Did you know, Robert? He
opened his own channel dedicated to
his music, so we too can finally
go on vacation,
right, Robert? And you human friends, do the same
as us. Follow our friend,
Gianni Mitaka's page! See you there! Bye!"
Okay, this post is going to be a bit long, but I wanted to share every aspect of this creation with you.
A video showing the editor and its logic is coming soon.
It all began as a technical experiment. I was testing a logic solution to randomly generate maps using a pool of 8 distinct structural modules (including 2 corridors and 6 rooms). To keep things fresh, I built variables into each module to randomize light colors and positioning, ensuring no two setups felt completely identical.
The core logic operates in this way:
Once the procedural logic was locked, I wanted a minimalist, lightweight visual style.While searching for liminal space references, I stumbled upon a screenshot from the film Backdoor. I’ve never actually watched the film or played the game, but that single image struck a chord. I adapted that aesthetic into one of my core modules.
The Concept: Digital Extractivism & The Void
As the gameplay took shape—using a smartphone camera to scan QR codes, freeze anomalies, and survive—the mechanics birthed a deeper narrative metaphor: Digital Extractivism.
The Critical Metaphor: "Digital Extractivism" and the Data Void
The game can be read as a critique of the dematerialization of reality and the consumerism of data, where everything physical and of historical/emotional value (the VHS tape, the TV of our childhood) is reduced to an anonymous QR code, frantically scanned, consumed, and accumulated simply to "fill a meter."
The Monster: It's not a demon, but represents the Algorithm or digital performance anxiety. The more data (objects) you accumulate, the faster it becomes and the more it presses you. It's the rush of digital consumption that constantly pursues us.
Liminal Spaces: They become the graphic representation of the "Cloud" or a server: infinite, cold, identical, soulless places where real objects can only exist if cataloged and digitized.
There are certainly so many things that still need to be fixed, so I'd love for you to try it and get your feedback!
video of the instructions (available in game)
https://youtu.be/lEhBn0z4I4g
link to creation
https://indreams.me/dream/mqvdBKGtJAn
Welcome to the DOCKING FREAK test level.
You must dock in the two GREEN spaces to complete the level, while the ORANGE and RED spaces are for higher scores.
You can collect bonuses for time and additional fuel.
A tugboat is available for more complex maneuvers.
I'd love to hear your feedback before we move on to the next levels!
I just created this first test level for this mini-game clearly inspired by "Ports of Call," a classic DOS and Amiga game,,but without the managerial part.
The scoring mechanic takes into account damage, a fuel bonus, time, and, of course, the completion of dockings.
I've also planned to use a tugboat for more complex dockings. I have a few ideas for future levels, but I'd love to hear your suggestions or ideas before publishing!