r/ps2_graphics

Image 1 — My PSX inspired models
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My PSX inspired models

Hi gang!

Here's a collection of screenshots from my psx style models. I make them in Blender as modular pieces, and assemble the scenes in Unity.

I don't know why but there is something so unnaturally appealing about this style. The low resolution crispy sharp textures speak to my soul. I hope you like them too!

u/Rockdesert — 14 hours ago
▲ 774 r/ps2_graphics+4 crossposts

2 years of iteration comparing the same location from our underwater horror game.

Hi everyone!

I wanted to share a small before/after comparison from our game, Magnavis.

This video compares the exact same location from about two years ago with how it looks today. It's interesting to look back and realize that there wasn't one huge change instead, it was hundreds of small improvements over time.

During development we continuously reworked:

  • Lighting
  • Environment art
  • Materials
  • Character models
  • Visual effects
  • Overall atmosphere

Looking back at old builds is always a great reminder that consistent iteration makes a huge difference.

I'd love to know:

What's the biggest visual improvement you noticed first?

u/VorlesGames — 3 days ago
▲ 71 r/ps2_graphics+4 crossposts

Fixed cameras by default, moving only when the room won't read. How I'm using the occasional dynamic shot in my solo horror game

Iris Dissolution 👁️ is a fixed-camera survival horror game I'm making solo. It's inspired by classic survival horror, and fixed cameras are a good portion of the appeal and help keep the tension by controlling what the player can see.

However, as I was modeling some of the newer rooms for the game, I started to notice some spaces just don't feel as impactful/cinematic when using only fixed angles. In this case, I had a rather long spiral staircase and was having trouble placing cameras around, trying to clearly communicate the space and geometry of the place while keeping the angles neither confusing nor repetitive.

Then I remembered watching some Dino Crisis gameplay and thinking, "wow, I really like this approach of having some moving cameras for key parts of the level," and ultimately decided it would be OK to break some of my own rules and add dynamic cameras to the game. I'm planning to use them sparingly and specifically for rooms that could be confusing otherwise, and to give certain moments more weight.

Curious how this sub feels about moving cameras in a fixed-camera game. Where's the line for you between "this is a good change of pace" and "breaks the tension"?

u/totallymadbro — 3 days ago
▲ 221 r/ps2_graphics+3 crossposts

we love stairs we love stairs we love stairs

Character/Environment test for a show I'm working on. Recently made some huge changes to the 2D rigging for face, eyes, mouth, and eyebrow can now all be animated for different expressions as well, buuut that won't be ready for a little bit.

u/dirtyratboykitchen — 7 days ago
▲ 965 r/ps2_graphics+1 crossposts

I'm making an asset pack composed of PSX style textures, I made this little scene in Blender as a way to demonstrate them being used and to check for consistency issues. what do people think about them?

all of the textures used in this scene were created by me. the textures were created via heavily editing photos I took through my sony cybershot DSC 750, and more recently my samsung S25 edge's phone camera. I personally really like the way they turned out, but I want some outsider opinions on them. I feel like some textures' resolution are a bit too high for their intended purpose so I'll probably end up downscaling them if people think so as well.

that being said, would anyone here be interested in these if I were to release them publicly at some point?

u/eternal_burnout_x — 8 days ago
▲ 258 r/ps2_graphics+6 crossposts

An updated DEMO of my game on UZDoom(GZDoom) is now available.

The demo of my standalone UZDoom(GZDoom fork) game has just received a major core-mechanics update.

I’ve completely reworked the foundation of the game. It is now being shaped into a brutal boomer shooter with classic episode-based progression, but with upgrade-driven builds, replayability, and different ways to play.

This update adds a full enemy gib system, heavier blood effects, a Doom-style HP face, 25 upgrades, level-ups, evolution combos, reworked weapons, new balance, CRT/VHS post-processing, underwater distortion, and interface localization in 14 languages.

A demo version is available on Steam: https://store.steampowered.com/app/3667830/WARAG_Demo/

p.s. Feedback is welcome - it really helps with development.

u/S7MOV7R — 9 days ago

i made a game inspired by bootleg brazilian ps2 games like GTA Rio de Janeiro called BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT

u/Joeveno — 7 days ago

Beneath the Nails - a PSX-style mining horror game

I've been working on a PSX-style mining horror game called Beneath the Nails.

You play as a miner working beneath a remote mountain. During the day you dig for resources, expand the tunnels, upgrade your equipment, and haul everything back to the surface.

But with every passing night, the mine and the forest around it begin to feel a little less empty.

The statue in the screenshot is one of the central mysteries of the game.

Would love to hear what PS1-era horror vibes this gives you.

Itch page in the comments.

u/IsaacDeek_ — 8 days ago

Some more screenshots from my retro-FPS “SAMOPAL Protocol” set in 1960s Eastern Europe

Still WIP, currently polishing balance and audio behind the scenes

u/Brave_Spite_106 — 11 days ago