On March 11th, 2016, Pyxton Studios UG (limited liability) posted the first video of the game “Deluded Mind” on YouTube.
The video demonstrates the graphical performance of the game. Deluded Mind is set for release at the end of this year on the online sales platform "Steam" for Windows operating systems. Depending on the success of the game, versions for Play Station 4 and Xbox One will follow as well as versions for Mac and Linux operating systems.
12th March 2016
In this post we want to show you how we create scenes with the help of reference images. The following scene is a hallucination of the protagonist, so we used a reference image of an extravagant corridor.

Reference Image

1) Creating the scene
In the first step we create the assets for the corridor in an external software.

3D Software

2) Import our assets
In this step we import the created assets into Unreal Engine 4.

3) Creating the basic scene
In the penultimate step we put our assets together and add lights.

4) Finalizing the scene
In the final step we add post process volumes to give the scene a more realistic look. We decided to increase the contrast of the scene to achieve a better result because it is a hallucination.

Finalizing the Scene

+ 5) Creating additional scenes with the same theme
In an additional step we used the theme of the corridor to create other rooms.

Additional Scenes
28th July 2015
In this post we want to show you how we create a little scene in Unreal Engine 4!
The details are not mentioned in this post.

1) Drawing the concept
In this step we make us a drawing showing the rough structure of our scene.
The player spawns in a dark room with one light source. The playable area is bounded by a grid. In front of the player there are three standing pin boards. Frightening sounds sound from the unlit areas.


2) Making an example room
In the second step we are using the BSPs in Unreal Engine 4 to build a room with the base structure.
This helps us demonstrating how the final room structure should look like. After we created the base room we use an external 3d software to create the static meshes for the room.
Afterwards we import our static meshes to Unreal Engine 4 and apply a material to them.

concept concept

3) Finalizing the scene
In the last step we are putting our static meshes together and add lighting to the scene. Then we add a reflection capture and a post process volume to get a more realistic result.

15th July 2015
We optimized one of our plaster materials. Due to better roughness, normal and ambient occlusion maps the material looks much more realistic. The following example shows the material before the optimization and after the optimization.

Mountain View
04th July 2015
We use high-resolution textures to provide a realistic atmosphere. The textures are set up in a complicated structure to create realistic PBR materials. The following example shows a concrete texture, which we have created ourselves.

Mountain View Mountain View
27th June 2015
We have made the press area of our website accessible to the public recently. This area can be called under the tab "Press". The press section is divided into two sub-categories: Press contact and downloads.
In the download area you can download images, videos and documents that are available in conjunction with Pyxton Studios. In the section "Press contact", you can contact our Press Office.
22nd April 2015
deluded-mind will probably be released with the help of a publisher and distributor. The reason for this is that we can thus reach more potential customers. Deluded Mind will probably be available on Steam, Amazon, GamersGate and more.

We look forward to you!
01st April 2015