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EMC3D - Game Art
United Kingdom
เข้าร่วมเมื่อ 19 มิ.ย. 2020
A focus on Lighting & Environment Art in the Games Industry. Channel run by Elliott McSherry.
patreon.com/EMC3D
patreon.com/EMC3D
Two Unreal Engine 5 Settings That Will Greatly Improve The Way You Work
Let's look at two settings you can change in Unreal Engine 5 to greatly improve your quality of life.
Patreon: www.patreon.com/EMC3D
Portfolio Reviews: www.patreon.com/EMC3D/shop
All Links: linktr.ee/emc3d
00:00 Intro
00:40 Setting 1
2:28 Setting 2
Patreon: www.patreon.com/EMC3D
Portfolio Reviews: www.patreon.com/EMC3D/shop
All Links: linktr.ee/emc3d
00:00 Intro
00:40 Setting 1
2:28 Setting 2
มุมมอง: 1 319
วีดีโอ
The Best Lighting Artist Guides & Resources For Unreal Engine | Salaries Included
มุมมอง 81712 ชั่วโมงที่ผ่านมา
I'm currently curating the best educational content for Video Game Lighting Artists, as well as 80 global salaries. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 1:30 Optimization 2:31 TH-cam 3:15 Articles/Blogs 3:20 Mentorships 3:28 Courses 3:33 Cinematography 4:20 Global Salaries 5:14 UK Salary Stats 6:48 Outro 💡 Lighting A...
Why Does Naughty Dog's Texture Maps Look Like This?
มุมมอง 12Kวันที่ผ่านมา
Let's take a look an awesome texture breakdown from the Last of Us: Part 1, specifically how the albedo & roughness maps have been authored. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 1:10 Texture Viewmode 2:12 Unreal Viewmode 2:40 Albedo Maps 05:15 Roughness Maps 08:10 Improving Roughness Maps 09:55 Test In A Neutral Ligh...
My Thoughts About Unreal Engine's MegaLights & Physically Based Lighting (PBL)
มุมมอง 1.2Kวันที่ผ่านมา
Let's discuss MegaLights and how it'll potentially work with a Physically Based Lighting workflow. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 00:40 Concerns 1:00 Fake Lights 3:44 MegaLights - My Workflow 4:10 Outro
Why Does Assassin's Creed Mirage Texture Maps Look Like This?
มุมมอง 3.1Kวันที่ผ่านมา
Let's take a look at some modular kit and trim sheet breakdowns from Assassin's Creed Mirage. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 01:06 Corner Kits 02:50 Textures 03:13 Corner Kits 04:52 Trimsheet Test Level 05:52 Trimsheet Plan 07:31 Trimsheet Beam of Light 09:33 Outro Portfolios shown in video: www.artstation.com/...
How Time Crisis Helped Me Solve A Game Dev Issue 28 Years Later
มุมมอง 60821 วันที่ผ่านมา
A pretty cool game development trick used on Time Crisis helped me problem solve an issue on one of my recent projects. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d
Talking Physically Based Lighting With Scott Warren (Principal Lighting Artist - Worlds Untold)
มุมมอง 2.8Kหลายเดือนก่อน
We've got over 2-hours of amazing Principal Lighting Artist knowledge and discussion with Scott Warren (Principal Lighting Artist - Worlds Untold). Big thanks to Scott for being gracious with his time and chatting about Lighting for Games with me. A lot of topics covered with a screen-share of MIRO for visual aid, chapters below. 00:00 Intro 00:43 Scott's Career 10:30 Fundamentals 11:42 Hot One...
Why Does Marvel's Spider-Man Environment Art Look Like This?
มุมมอง 6Kหลายเดือนก่อน
Let's take a look at some modular façade kits built for Marvel's Spider-Man and why they look the way they do. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 03:55 Storytelling 05:10 Edge Damage 05:55 Arches & Triangulation 07:05 Centre Line 07:33 Storytelling 07:50 Long Thin Triangles 09:50 Modularity 11:46 Arches 12:28 Workf...
What Do 3D Environment Art Tests From AAA Studios Look Like?
มุมมอง 8K2 หลายเดือนก่อน
Let's look back at various environment art tests that have existed in the Games Industry over the last few years. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 2:00 Bizzare Creations 2:47 Splash Damage 06:02 Bungie 06:25 Crytek UK 08:28 TT Games 10:12 ArenaNet 10:58 Art Test Discussion 11:35 INSANITY! 14:30 Outro
What Does A Near Perfect 3D Environment Art Blockout Look Like?
มุมมอง 6K2 หลายเดือนก่อน
Let's take a look at what I consider to be a near perfect environment art blockout from one of my favourite 3D artists. Maxim Dorokhov: www.artstation.com/mukets www2.unrealengine.com/marketplace/en-US/profile/MaximDorokhov?count=20&sortBy=effectiveDate&sortDir=DESC&start=0 00:00 Intro 1:25 Examples 2:04 What Do You Notice? 2:25 Camera & Scene Composition 3:38 Don't Rush 4:30 One Good Shot 5:15...
What Does Good Trim Sheet Planning & Preparation Look Like? (Part 2)
มุมมอง 4.3K3 หลายเดือนก่อน
In today's video we'll examine how you can best prepare and plan trim sheets for an Environment Art project. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Intro 1:18 How do I start? 1:50 Colour Overlay Plan 3:13 Demo 6:35 Trim Sheets Plan 8:10 Don't Rush! 9:35 When to start Trim Sheets? 10:47 Using The Blockout 12:20 Recommended Pr...
The Different Types Of Trim Sheets & How They Are Used In Games (Part 1)
มุมมอง 12K3 หลายเดือนก่อน
In today's video we dive into the different types of trim sheets and how they are used in games. Topics include old and new games, texel density, shaders, topology, art tests and more. Patreon: www.patreon.com/EMC3D Portfolio Reviews: www.patreon.com/EMC3D/shop All Links: linktr.ee/emc3d 00:00 Lecture Introduction 01:18 Trim Type 1 01:53 Assassin's Creed Boat 04:00 Trim UV Unwrap Example 06:02 ...
Portfolio Project Review (18/18): Elijah Palmer
มุมมอง 3963 หลายเดือนก่อน
(18/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. Mentorships & Portfolio Reviews | ko-fi.com/emc3d Portfolio | www.artstation.com/EMC3D Twitter | EMC3D
Portfolio Project Review (16/18): Mohammed Abbas & Bilgehan Bölek [1k Sub Special]
มุมมอง 5243 หลายเดือนก่อน
(16/18) To celebrate the channel hitting 1,000 subscribers, I'll be doing a Portfolio Project Review for 18 artists at no cost. The form for this is now closed, but thank you to everyone who submitted their work for review. 00:00 Mohammed Abbas 14:40 Bilgehan Bölek Mentorships & Portfolio Reviews | ko-fi.com/emc3d Portfolio | www.artstation.com/EMC3D Twitter | EMC3D
Playing My First Ever Professional 3D Environment Art Level From 2012
มุมมอง 7073 หลายเดือนก่อน
Let's take a trip down memory lane of where I was granted ownership over my first official level for the game 007 Legends back in 2012. Mentorships & Portfolio Reviews | ko-fi.com/emc3d Portfolio | www.artstation.com/EMC3D Twitter | EMC3D
Portfolio Project Review (14/18): Radostin Iliev & Callum Roberts [1k Sub Special]
มุมมอง 3353 หลายเดือนก่อน
Portfolio Project Review (14/18): Radostin Iliev & Callum Roberts [1k Sub Special]
Portfolio Project Review (12/18): Migara Hewawardena & Ryan Muit [1k Sub Special]
มุมมอง 2373 หลายเดือนก่อน
Portfolio Project Review (12/18): Migara Hewawardena & Ryan Muit [1k Sub Special]
Talking Topology & Environment Art With Nate Stephens (Art Director - Respawn Entertainment)
มุมมอง 10K3 หลายเดือนก่อน
Talking Topology & Environment Art With Nate Stephens (Art Director - Respawn Entertainment)
Portfolio Project Review (10/18): Dawid Wrona & Fxnarji [1k Sub Special]
มุมมอง 3943 หลายเดือนก่อน
Portfolio Project Review (10/18): Dawid Wrona & Fxnarji [1k Sub Special]
Portfolio Project Review (8/18): Adam Layland & Adam Ju [1k Sub Special]
มุมมอง 2944 หลายเดือนก่อน
Portfolio Project Review (8/18): Adam Layland & Adam Ju [1k Sub Special]
"A monkey could 3D model better than this!" | Game Dev Stories
มุมมอง 1.2K4 หลายเดือนก่อน
"A monkey could 3D model better than this!" | Game Dev Stories
Portfolio Project Review (6/18): Katie Kendrick & MainBrain Art [1k Sub Special]
มุมมอง 2774 หลายเดือนก่อน
Portfolio Project Review (6/18): Katie Kendrick & MainBrain Art [1k Sub Special]
Portfolio Project Review (4/18): Haeun Kwon & Cameron Hintz [1k Sub Special]
มุมมอง 2844 หลายเดือนก่อน
Portfolio Project Review (4/18): Haeun Kwon & Cameron Hintz [1k Sub Special]
Portfolio Project Review (2/18): Daniel Marques & Juan Ortiz [1k Sub Special]
มุมมอง 4984 หลายเดือนก่อน
Portfolio Project Review (2/18): Daniel Marques & Juan Ortiz [1k Sub Special]
Why Does The Order: 1886's 3D Environment Art Looks Like This?
มุมมอง 16K4 หลายเดือนก่อน
Why Does The Order: 1886's 3D Environment Art Looks Like This?
I Found My First Environment Art Portfolio From 12 Years Ago
มุมมอง 2.1K4 หลายเดือนก่อน
I Found My First Environment Art Portfolio From 12 Years Ago
Why Does God of War's 3D Environment Art Looks Like This?
มุมมอง 19K4 หลายเดือนก่อน
Why Does God of War's 3D Environment Art Looks Like This?
What To Avoid When Creating Your Portfolio For The Games Industry
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What To Avoid When Creating Your Portfolio For The Games Industry
Games Industry: What Soft Skills Should I Be Learning? | Junior Artist
มุมมอง 1.8K6 หลายเดือนก่อน
Games Industry: What Soft Skills Should I Be Learning? | Junior Artist
What Type Of School Should I Go To For 3D Games Art/Design?
มุมมอง 8036 หลายเดือนก่อน
What Type Of School Should I Go To For 3D Games Art/Design?
Fantastic video and a great example of why I like working in the ghetto/mobile. ;)
Whats that environment?
its an environment released by epic games on fab for free this week
www.fab.com/listings/9211e1d8-16e7-4429-a1b3-e4ceb02018ab
Thank you!! I have been struggling with the camera speed for months now 😂
Thank you for your Content :3 Im a lighting artist and when I can I try to stay realistic. So using only the actual light sources. However there are a lot of circumstances where the actual lightsource is to far away and realistically too weak to light like a hallway and then I have to add another spotlight with a custom attenuation falloff to light the whole path. I do mostly baked lighting at my work so that might change with Lumen. It so much depends on the circumstances I beleave. I have areas I light that are fully realistic because the materials allow for much bounce to light up the area but sometimes the materials that are beeing used might be in a midgrey to a darker range and then I have to use additonal fake bounce lights to light up the room. And yes I agree like 2004335% on not overusing too many lights since its not performant (in realtime) and makes bakes slow (for baked lighting)
Agree with you! I'll try to do light sources first and always, then sometimes yeaaah can turn off the inverse and have it go longer if feeling cheeky! It's a balance I am trying to battle against, but really does depend on the studio as you said.
Very awesome video thanks for your content. I wish there was a similar form for Environment Artist
About albedo, what you say is mostly false. Albedo is color response of material, so brightness should be essentially removed from it. Having a dark albedo just means that material reflects no light. In most engines light doesn't "bounce", this is starting to change and there's pre-baking as well, but as a general rule - no. Also, dark albedo on a metal surface is not going to do much, because metals are (close to) perfect reflectors, so little energy is absorbed either way. For anyone interested in PBR - I recommend a basic course, SIGGRAPH has plenty, and GDC has a few. I'm a software engineer, so my view is skewed here, but it's useful to understand what you're doing.
Thanks for the feedback chap, I'll be making a video on this in a few days with more details, but in an artist-friendly manner with examples. I was mainly referencing the image on the MIRO, which is mostly dielectrics, which do require a certain range of brightness values to be physically correct. We may be mixing up terminology as you are an engineer and I am an artist. 😄 Here's some awesome resources to better understand how albedos are managed in games from an artist workflow: - www.linkedin.com/pulse/pbr-albedo-values-guide-lighting-artists-only-ron-haimov/ - docs.studio-397.com/developers-guide/general-reference/pbr-an-introduction-authoring-guide - th-cam.com/video/PhXLuYUYULU/w-d-xo.html (18:57 to 24:00) - www.artstation.com/blogs/shinsoj/Q9j6/pbr-color-space-conversion-and-albedo-chart - environmentart.wordpress.com/2016/06/13/texturing-values-for-environments-part-1/
Thanks for this ! I'm also a lighting artist. Added my salary on the form. Wow I'm low lol
Cheers! I will get this updated today.
i'm newbie learn env art. i have question. Do big company game make AAA get assets model, props from marketplace to use in project commerical?
All the time.
I know there are a lot of tutorials on this matter, so to anyone wondering if this is worth watching, I say yes, go ahead! The video is very informative, and the man shares valuable insights from experience. Whether you're a beginner or intermediate, you'll learn a lot.
Man, Your channel is a Goldmine ... I literally can't thank you enough for the list and all the effort you're putting into this channel .. Thanks a lot.
Much appreciated!
Could listen to a british guy saying "roughness" for hours.
ROOGHNASS!
175000$ per year 😮 is this before tax or after tax ?
It should be before tax, as a gross.
Hey, Thats so incredible of you to put up all this!
Thank a lot of that!
Amazing stuff! Thank you so much, it helps a lot!
💡 Lighting Artist | Video Games Industry | Master Resource List 💡 docs.google.com/spreadsheets/d/1eBzBT83TcVQLUTjytOzJvKI7LZ00OdAriTeZjYYUP-E/edit?gid=0#gid=0
Man, your channel is a goldmine for game designers! Thanks for presenting all this good stuff to us.
Cheers! I'm just the curator who packages it all up, haha.
This was truly informative and got so much to learn. I cant file the resource link (the spreadsheet link) . I am not looking somewhere i should?
docs.google.com/spreadsheets/d/1eBzBT83TcVQLUTjytOzJvKI7LZ00OdAriTeZjYYUP-E/edit?gid=0#gid=0
I've used this exact technique many times, particularily in Atlantic Fleet on mobile to have shadows under the aircraft parked on carrier decks. You can get a lot of mileage out of simple planes with alpha textures on them. We used this technique for many applications in Sea Power: Naval Combat in the Missile Age as well. It's incredibly useful.
In the last section of the video, you talk about neutral lighting and possibly good HDRI for that in Marmoset. I'm a happy owner of Marmoset, and I was curious about that. However, when I search for 'Studio Tomato' nothing comes up. I'm a fan of 'Studio Neutral,' but that 'Studio Tomato' is haunting me. Did you get the HDRI name wrong, or am I missing something?
Hahaha, oh yeah! It's Studio Tamaco or something, one of the neutral studio ones.
@EMC3D haha i feel so stupid right now xD yeah i know Studio Tomoco, but it's from substance painter not marmoset, that caught me off guard :D Thanks anyway!
@@fakie8632 Ahh that's the one! Haha yeah just me being potato.
wow, this is brilliant.
An off topic thing I found interesting is that the flat face of the ceiling (the part extruding the farthest out) looks like a big N-gon. Aren't those typically bad?
Hey, thanks for the shout out to my portfolio and for highlighting my work breakdowns in a really cool way, as well as adding your own take and knowledge to them! Really happy to hear that this stuff is useful to you and that there's some benefit to me sharing some of this sort of thing in my galleries. Your channel is really cool too, been taking a look through your videos, keep up the great work! So informative!
Hey chap! Thanks so much for all your amazing breakdowns, I've been following your stuff since the Severalls Hospital / Abandoned Scene, it's helped me so much over the years. You've always had some of the best breakdowns around, so thanks again for sharing them!
@EMC3D Hey thank you! Wow Severalls Hospital! Taking me back down memory lane there - that was such a fun project, I'd started it because I saw some very early Tlou concept art that leaked online, I never imagined I'd end up working on the games and in fact, working on abandoned hospitals in them both too haha
I just want to thank you for taking the time to post all you have on Artstation as they are some incredible pieces of work especially with how you explain and demonstrate different concepts i.e. the Trim Pipeline. They've been a huge help for my last year of uni as I've spent so long going over your posts trying to analyse how things were done to imitate them in a scene I'm creating from some TLOU2 concept art; both your posts explaining concepts and the overviews of levels you worked on like the hospital in Pt 2.
@@spudzzy0373 hey thanks so much for your kind words, that means a lot! Love to hear that those galleries are useful, I remember being at Uni too and scouring the internet and the polycount forums for any little bit of knowledge or wips i could find, but it was always kind of tricky to see how people in the industry were working. So i'm really happy I've been allowed to share what I can and it's helpful. I have a few more galleries to post from Tlou:1 so I need to find some time to get those out, i'll get a few more breakdowns of new stuff in there too if I can!
Great job on those breakdowns! God bless!
Thanks for the video, helps clarify lot of things. I was watching some RE4 gameplay, and wondering how widespread is the use of trim sheets for props. I've seen a big yellow excavator that looked like it was textured with trim sheets. Are these also useful for metal edge wear ? I wonder in a modern game what's the ratio of trim sheets used to custom textures for each prop. I assume they use custom textures just for the most important hero props ?
You've got it! Yeah a lot of props can be done with trim sheets and masks/shaders, especially the 'filler' props that don't hold a major importance, but add to the importance of the world when combined together. Star Citizen for example use trims on their huge assets, because at that physical scale it's impossible to retain good texel density.
Thanks , cool 🎉
That was such an amazing breakdown, I really enjoyed watching. One thing regarding the albedo map having to be more on the brighter side, even for darker surfaces such as the asphalt or tar or rubber... Yes, that has been a thing even before the PBR days, in engines like UE3 or the earlier versions of the Cry Engine. And that is because of how light behaves in game engines, just like you explained. The albedo map (or diffuse map, back in the day) is still one of the main drivers when it comes to light bouncing. So in the old days, back when lightmaps were used way more than now, we would always use the Levels filter inside of Photoshop to check and make sure the color texture is sitting on the brighter side of the spectrum. But we will also not go overboard and have pixels that are 100% white. Basically, you do not want to have pixels that are either 100% black or 100% white, because the game engines may see those as 'dead pixels'.
Oh damn, thanks for the awesome knowledge drop! It's amazing how the concept of dead pixels (100% black or white) translates across so many mediums, a great fundamental skill to know about.
Can you make a video about 3d environment in arcane
I literally learn more from your 10-to 15-minute videos than I do from a 2 or 3-hour course. Thank you so much, and keep up the good stuff.
That's very kind of you, cheers!
nice video!
Thanks!
Oh wow, thanks so much for the support!
nice video!
thank you, mate : )
Is there a way you are able to find such good references for specific things or do you just come across them and bookmark them for later? I often have to make strange sci-fi assets and constantly wish I could look at similar things done by professionals. I notice in your videos you find a lot of stuff on artstation, but I'm not very adept at navigating the site. Maybe a future video topic?
I'm just very old and look at the internet too much, that's where most of this stuff comes from, haha! A big portion is ArtStation for sure.
Senior Gamedev Artist here, love your channel.. Even if you know (all) that already, its still very enjoyable to watch...
Crazy how much work goes into such a small part of the game, looks amazing though
Haha yeah. One tiny benchmarked area can save a lot of time and technical debt in the future, even years down the line.
This stuff is great, thanks for your content!
I found your channel a while ago from the God of War video and I must say, i found a genuine Goldmine, for me, who is working towards becoming an Environment artist the videos are the best resource i could have hoped for. I absolutely love your content and your videos have helped me and taught me a bunch of stuff. Thank you for making these videos♥
Hey this is not a sponser in any way , but fasttracktutorials courses on udemy/gumroad/flippednormal/ftt own website are a great resource to learn environment art. Nothing is skipped and they are 30 to 50 hours long, and are cheap too like 20 to 40dollars. They cover wide variety of topics. They helped me learn way more than just wasting thousand of hours on searching for free youtube videos.
Awesome! Remember me when you make it big and get into the industry Timl!
lately this is my favourite youtube channel! I work in the industry and watch all your "Why does..." videos multiple times
That's very kind of you cheers!
"Johns" not "Jones", apologies for that on the intro. More awesome breakdowns at www.artstation.com/trevelyan
amazing content!
I'm happy that Megalights can be used in postprocess volumes so we can pick and choose when to use it. More lights aren't really 'free' with megalights, it has a constant compute time but quality lowers the more lights there are (it computes fewer rays per pixel for each so it get noisier). So that backs up the idea that lights shouldn't be spammed everywhere, but it's nice that we at least have the option now for scenes that call for it.
I agree. With new techs like these there comes a danger of laziness. Just throwing stuff in. As an 3D generalist dev, who worked on a game in UE3 on PS3 I warned our small art team that be conscious about texture sizes, because the PS3 doesn't have that much memory that is also shared with GPU. They didn't listen. First time it ran on PS3 was like 10fps and they had to go back downgrade bunch of textures to fit into memory. Other problem is now outside of developers, more like gamers and hobbyists youtubers putting out videos how Unreal Engine destroying the game industry. They don't. The people who never had to gain experiences in game development about bottlenecks do. Just because it's now easier to use some tools and I am glad I don't have to do lightmap UVs, doesn't mean I shouldn't be aware the resource management anymore.
Man you have no Idea how helpfull these breakdowns are .. I sincerely thank you for these amazing videos ..
New UE5 games are suffering from stutters and asset size bloats due to higher fidelity. I would like to see more AAA games embracing good art direction and optimization instead of abusing these novel features for hyperrealistic graphics. I've also seen some indie games using megascan assets, but their custom assets don't look as detailed and it sticks out like a sore thumb.
100% agree chap!
I agree completely. And we are going to see a lot of new games abusing the new resource, like with every new thing :P
Yea, I think megaliths it’s good solution but… in the future… I have the similar opinion less means more 🤘and of course pbr
@EMC3D @alightingartist can you recommend a book or source on the topic of PBL in Unreal?
This two part series is a good start: th-cam.com/video/vbMvkEITTmo/w-d-xo.html
I agree, the rule "use as much as necessary, no more then needed" still applies
Would be cool if you do a demo how you start a project for lighting work.
Oh yeah, that would be amazing to watch. To start off with a blank level, and then record the entire process. Or you can start off with a level that already has some geo, like a slice of that industrial environment that you are currently building. But without any lights, volumetric fog, skylight etc. And then you can slowly start building it from there, explaining what each of those light actors is bringing to the scene, how to use them efficiently, how not to overlap lights more than it's needed. You know, all the good stuff. 🙂 I think especially gamedev students would benefit from such videos, because what I see from people who may be new to gamedev is that they often tend to overload their scenes with too many light sources. For example, if there is a bunch of candles on a table stacked close to each other, people would think they need to place a point light on top of each of those candles. While in reality, having just a single point light for the entire candle stack would be more than enough. In fact, in most games, such tertiary lights would have their shadow casting completely turned off to boost performance. That technique can be seen in so many games, like Skyrim, The Division, Outriders, to name a few.