From providing additional pickups, to giving them an edge in certain battles, or just being fun, there’s a mountain of things to interact and play with! With many breakables and interactables, we try to integrate it within the combat and gameplay loop itself. These interactables aren’t used just for gimmicks. Every little bit counts to add immersion and fun to the player experience. It can be something as simple as a usable Tap or a Vending Machine, up to something as complex as a Fish Tank, Boiling Chemicals or a fully functional Arcade Machine. If there’s something you think you can interact with, more than likely, you can. With this in mind, we place a heavy emphasis on developing as many interactive or dynamic objects as possible. Every little interaction made it feel less like you were running through a predetermined film set, and more like you were running through an actual living breathing world. Sin, Duke Nukem, Shadow Warrior, even Half-Life in places had so much to fiddle and interact with in the world. If you haven't wishlisted Phantom Fury yet, do so!įrom the very start of production, interactivity has been one of our strongest pillars.Įveryone on the team adores the interactivity found in older games. Can’t wait for everyone to play the game and can’t wait for you to pull the trigger on these weapons we have been cooking up! I feel privileged to have a small place among all the other talented people at Slipgate Ironworks that tirelessly and passionately work to make not only the weapons but the whole game fun from start to finish. Game design is a large part of that but it's certainly only a fraction of what ends up making it fun. That was a pretty big simplification of the assembly line but as you can see it's a huge team effort to complete even one weapon. ![]() Our dedicated QA team and other members meticulously test and refine the weapon until it's simply hard to not smile while using the beautiful bastard.Īnd then it's DONE. Through rigorous playtesting, we uncover any overlooked issues and discover unforeseen opportunities for improvement. Playtesting: Lastly, Iteration is key to perfection. Sound Design: Then our audio wizards create immersive effects, ensuring each weapon packs a powerful auditory punch that just makes you just want to keep pulling the trigger. These additions with animation take the weapon to near final quality. Visual Effects: Eye-catching additions like muzzle flashes and explosive impacts are essential to making every hit feel satisfying and unique. This is where you really start to feel these weapons come to life! True heroes that always love game designers no matter how crazy their ideas are…sorry Davey I love you.Īnimation: Our skilled animators breathe life into each weapon, delivering fluid movements and lifelike actions. Model by Mathias GabrielProgramming: Even in the early stages programmers work with designers to start building all the functionality needed to make the weapons actually work. ![]() Motherflakker by Arturo PahuaModeling and Rigging: Concepts evolve into stunning 3D models and are expertly rigged for seamless animations. This helps inspire excitement but mainly gives everyone a better idea of what their part of the work will entail. So yeah…a little more than “Gun go ‘boom boom’ then people are happy.”Ĭoncept Art: Next some very talented artists bring ideas to life with captivating mockups. ![]() Ultimately we want to feel powerful but not handed victory on a silver platter and weapon design is a piece of solving that puzzle. This can sometimes be a trap though as “balance” isn't always what people want. Quality and quantity requires us to take a critical look at weapons utility in context of the entire arsenal and change or remove ideas that only favor novelty. As mentioned above we wanted to have a lot more weapons but we also want to make sure we don't have a ton of role overlaps in our arsenal. ![]() A brief overview of the process looks something like this □.ĭesign: First off, careful planning ensures each weapon's purpose and role in the arsenal, maximizing the chances of captivating players and giving them solid utility. I’ll take some time to be a bit more serious to mention that it takes a tremendous amount of effort from a whole team of people across multiple disciplines to get even one weapon fully up and running.
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