about 2 years
ago -
Ashes of Creation
-
Direct link
Transcript (by Youtube)
11s | welcome in salutations to you all for |
---|---|
14s | our glorious development update for |
16s | December we're coming to you live from |
18s | our studio |
21s | [Music] |
22s | um obviously I'm here today with some |
24s | new faces well not really |
26s | um you've seen Lankford here before we |
28s | had him on during actually it was your |
29s | anniversary it was it was in February of |
32s | this last year he's our executive |
34s | producer and of course with me as always |
36s | that Stephen Sharif our one and only |
38s | creative director hello and I'm Margaret |
41s | Crone here comedian marketing lead and |
44s | this is different it's different right |
46s | actually when was the last time that we |
49s | did a stream it was in our old office |
52s | yeah that was like almost two years ago |
54s | or something yeah a little over actually |
56s | yeah that's right it's crazy to see how |
58s | much we've grown as a company and I mean |
60s | this is the perfect segue of like what |
62s | this stream is about too is that like |
64s | you you've just |
66s | it's been a crazy year yeah of growth |
68s | not even just a year like during the |
70s | pandemic we grew an immense amount yeah |
72s | but this year especially though has been |
73s | pretty considerable as well yeah and |
75s | it's you know we talked a lot about kind |
78s | of showing off the studio and giving |
80s | people a peek inside you guys saw some |
82s | old uh if those of you who have been |
84s | following since like Circa 2018 2019 |
87s | with my phone kind of doing that now |
90s | this is a little bit different higher |
92s | production quality uh but of course |
94s | we're still keeping the Casual Vibes |
96s | yeah and the whole Spirit of this is to |
98s | invite you guys in let you take a look |
99s | under the hood meet some of the |
101s | developers and actually it's been pretty |
102s | fun to do some of these interviews yeah |
105s | Steven's already done one earlier so |
107s | yeah these are a little pre-recorded |
109s | obviously so that we can make it before |
110s | but we're trying not to cut as we didn't |
113s | cut as much as possible right so uh |
115s | we're very much just trying to have free |
117s | flowing conversations which is really |
119s | fun and I think these types of things |
120s | are really good actually because you |
122s | know obviously we do our monthly updates |
124s | yeah but not everybody has an |
125s | opportunity to kind of watch each month |
127s | what's happening and what those updates |
129s | are and this is a great way at the end |
131s | of the year to kind of concisely bring |
133s | in what's happened and give people a one |
136s | segment kind of look at all that's |
138s | transpired over the last 12 months yeah |
140s | that's kind of cool you get a little |
141s | glimpse into areas in our studio so you |
144s | can kind of see that and once we do have |
146s | all of our cool murals up and our art we |
149s | will definitely do a proper Studio Tour |
151s | we just want to make sure that we'll |
152s | kind of give you a glimpse early on and |
154s | I know those of you who are kickstarters |
156s | who you're going to get like a real life |
158s | tour |
159s | we want to make sure that it's really |
161s | fun for you all so that's probably going |
163s | to be nearer to you know closer for long |
165s | yeah for sure right I mean we're talking |
167s | about the kind of business busyness of |
169s | this year but honestly on the production |
171s | side you know your team has grown |
174s | immensely that's very true yeah we're |
176s | doubled inside it did it did it doubled |
178s | in size and it's like super duper cool |
180s | to have all these people like |
182s | actually supporting the teams no like we |
185s | talked about this a long time ago when |
186s | we were moving from like a small company |
187s | yeah it's like a bigger company right |
189s | and we're like we're gonna need a lot of |
190s | support and we're kind of there now I |
192s | mean we still got a long ways to go with |
193s | a lot of like a lot of growth still to |
195s | come but uh it's super exciting I think |
197s | it's been really cool to kind of watch |
198s | quarter after quarter this year as we're |
201s | doing the production strategy meetings |
202s | and going over the the Milestone |
204s | schedules just seeing Oh the new face |
206s | new face new face new face you know |
208s | keeps on going yeah that's absolutely |
210s | true and we talked about annual reviews |
211s | last last month how we were moving into |
214s | wrapping those up and you guys have like |
216s | way more people that you have to do |
218s | reviews for for me my channel is a |
220s | little smaller but you know we also are |
222s | supporting the development team in order |
223s | like we're different people like the |
225s | people who are talking to you on you |
228s | know like Twitter and hanging out with |
230s | you on Discord we're a whole other team |
232s | so when when you when we get comments |
234s | that are like why are you talking to me |
236s | and not developing the game these guys |
238s | are hardcore working super every day |
241s | really hard and passionately as you're |
243s | gonna see when you meet some of the |
245s | developers now and our leads team has |
247s | grown too significantly yeah we did some |
250s | leadership training yeah we did that was |
252s | it was incredible we had we had a few I |
255s | think we did like almost six days |
257s | between the two different groups of |
259s | those leadership meetings and they were |
261s | a lot of fun just being holed up in a |
263s | room for like 10 straight hours each day |
267s | it made us realize like where we're |
268s | lacking things where we need to work |
270s | towards and things of that sort and |
272s | sometimes you need that reflection and |
274s | for people who aren't haven't been |
275s | leaders and Leadership roles before it |
277s | also helps you realize like how to talk |
279s | to people or how to right but you know |
281s | my my most important takeaway I think |
282s | from those particular leadership |
284s | meetings this year was just the level of |
287s | alignment that existed already between |
289s | us and the leads and the development it |
292s | was so she sent to us she said to us |
293s | that like the biggest problem that most |
295s | other companies have is the camaraderie |
297s | and like sharing the same vision and |
299s | she's like that's the one thing you guys |
300s | don't like that was the thing it was so |
303s | cool to see her come in and then go like |
304s | wow you guys already got this like this |
306s | is crazy like how how connected you guys |
308s | already are I do tons of these and you |
311s | know and then she like went off on some |
312s | of the like ones that she's done and it |
314s | was like oh my gosh like you guys are |
317s | gelling so much better and my favorite |
318s | my favorite thing about that whole |
320s | process actually was as we were going |
322s | through each categories and we were |
323s | filling out like scaling one through ten |
325s | numerical values of like those |
328s | particular things and we put all of our |
330s | stickies up on each of the categories |
331s | like whoa these are all really strange |
336s | where our problems are and we're all |
338s | we're all in the same page absolutely I |
340s | would agree with you that yeah it was |
342s | really good you know it's really cool |
343s | though uh the whole point of this last |
345s | month of the year is that we get to kind |
347s | of look back on everything that we've |
349s | accomplished on all the things that we |
350s | have plans for the future and just |
352s | reflect on on kind of the course of the |
355s | studio over the last year yeah it's |
357s | really a great opportunity for us to get |
359s | kind of get that back looking |
360s | perspective absolutely yeah not our |
363s | friend so like my teams are looking at |
365s | like the data from social media what |
366s | things went well things didn't how can |
368s | we you know engage with you all in a |
370s | better way and obviously you've seen us |
372s | continually progressing over that over |
374s | the years I mean even the way we do our |
376s | live streams has changed and like next |
377s | year we do we plan to make more changes |
379s | so |
380s | um that's we're definitely keeping an |
382s | eye out on like the things that you guys |
383s | say to us how you interact with us and |
385s | obviously on the development front |
387s | continually progressing and making sure |
388s | that we are just being more efficient |
390s | with our production yeah and of course |
392s | you know I'm I'm you know we're all |
393s | watching kind of coverage for the game |
395s | from our awesome content creators out |
398s | there who yeah constantly kind of thank |
400s | you you know review what the live stream |
402s | updates are and and everything for the |
405s | game for our audience and I think one |
407s | thing that can be said that all of you |
409s | are going to agree with |
411s | 2022 was a very different pace of year |
415s | for our updates |
418s | but you guys got to see each month you |
422s | know significant progress and of course |
425s | that comes in part due to the company |
427s | scaling over this last year which was |
429s | very significant but in addition just |
431s | kind of as development continues these |
435s | things will ramp almost in a in a very |
439s | vertical way right yeah and that's |
441s | something that I think people get to |
442s | look forward to for 2023. of course and |
445s | I think you know a lot of times you see |
447s | games that are developed and you get to |
448s | see it like right one of the betas which |
450s | their beta is like pretty much their |
452s | games ready to launch and they're just |
453s | testing and polishing for us like you're |
455s | getting to follow us on this journey and |
457s | making an MMO is a big beat it is much |
460s | bigger than people think and I and I |
462s | hope that you are getting a glimpse into |
463s | like all the little details and the new |
465s | details yeah what it takes because it's |
468s | a lot more effort than sometimes I think |
469s | people think right and I know that's not |
471s | for everybody and that's why we always |
472s | say like we make different pieces of |
474s | content for different types of folks |
475s | absolutely I mean this phase that we're |
477s | in from a development perspective is |
478s | really catered towards those individuals |
481s | in the community who are interested in |
483s | watching the development of a game |
484s | because like you're saying this is not |
486s | just something that many players |
488s | experience but also development teams |
490s | don't typically think about how they're |
492s | actively working on its features and you |
495s | know assets that that get shared live |
498s | you know essentially I cannot think of |
500s | another company that has invested this |
502s | much in their Community this far in |
503s | advance yeah like we've been bringing |
505s | this uh you know going this going on us |
508s | for three four or five years now |
510s | building this community and it's amazing |
511s | yeah so amazing I was actually in a you |
514s | know obviously if you watch our streams |
515s | live you get to see all the amazing fan |
517s | art that people send us and I was |
519s | talking to Zach who you're going to see |
520s | in an interview following this segment |
523s | um and I was actually saying how crazy |
525s | it is that we have all this amazing fan |
527s | art and one of the walls in our hallway |
529s | actually like right near us over there |
531s | is where we're planning to do this huge |
533s | cork where we're going to put all the |
534s | fan art so keep sending us those things |
536s | we love seeing them and we've already |
539s | had people making cosplay and we're |
541s | definitely going to put that up there so |
542s | we appreciate you all so much and we |
545s | hope that you know this to kind of segue |
547s | into what you're going to be able to see |
548s | for the rest of today is that you know |
550s | you're going to get a glimpse into our |
551s | studio we want to set expectations that |
553s | you know we haven't quite decorated |
555s | everything yet Intrepid style we are |
557s | planning to do that we have some cool |
558s | murals I chatted with John about like |
560s | what pieces we're going to do and stuff |
561s | so once those things get put up and we |
564s | have a little bit more of a you know A |
565s | vibe that we want to share with you |
567s | we'll definitely give you a proper tour |
569s | and we also bought some equipment like |
570s | gimbals and stuff like that all of |
573s | you've been seeing our production |
575s | quality for extra life increasing and |
577s | obviously this so we do have plans of |
579s | showing you guys those things |
581s | um but you know this is going to be |
582s | opportunity for you kind of get cozy |
584s | with the developers get to know them a |
587s | little bit more not just about what the |
588s | work that they work on but like them as |
590s | people and the kind of what they like |
591s | about games and so we'll be chatting |
594s | with the folks who helped with the |
595s | Unreal Engine update character creator |
597s | seasons and environments combat |
599s | Gathering and of course crafting so we |
602s | hope that you enjoy that and of course |
604s | we're going to look back at the year and |
606s | kind of do a little year in review bring |
608s | your tissues get ready to cry |
611s | shout out to Mike Vecchio who also made |
613s | this tree oh I love the tree oh my gosh |
616s | the attention to detail on the little |
618s | ornaments this little guy's face for the |
620s | ornament is so cool yeah and he even |
622s | made |
625s | this guy the little vet down here yeah |
629s | yeah oh it looks so cool they're really |
631s | really cute |
632s | um maybe someday we'll have ornaments |
634s | that we sell for us I know that'd be |
636s | great I should totally do that yeah uh |
639s | so before we go into everything I do |
641s | want to Spotlight our comment for |
643s | YouTube and of course if you want to be |
645s | spotlighted be sure to subscribe to us |
647s | on YouTube on our development update and |
650s | also leave a comment and you could |
651s | possibly be in this Spotlight so today's |
654s | Spotlight is Eric three or six three |
656s | four and they wanted to know I'm very |
658s | curious what work Intrepid is doing to |
660s | capture valuable data in Alpha 2 has |
663s | Intrepid built dashboards and data |
665s | Gathering tools and I feel like this is |
668s | a great oh man I was gonna say who gets |
669s | this one yes I feel like we're all hyped |
672s | about that yes of course yes well we do |
675s | we love data so yes there is actual work |
677s | going into data and collecting and game |
680s | logs and stuff that we'll be using down |
683s | the road a lot especially during our |
685s | Alpha yeah to help us to guide us to |
688s | understand where know we're meeting our |
690s | marks and beating our marks and what we |
692s | want to be accomplishing as far as we're |
693s | finding the fun is right yeah yeah and |
696s | of course you know those come along with |
697s | a complimentary set of tools that are |
699s | created by our developers to collect |
701s | that data not just from game play |
703s | because that's one important aspect of |
705s | it what players are doing in the game |
707s | yeah but another part of it which |
710s | completes that picture is active |
712s | Community engagement with those players |
714s | as well to tell the tale from the |
716s | player's perspective not just the |
718s | actions in game right and I feel like a |
720s | lot of companies and many of us probably |
721s | in the community have experienced this |
723s | in other games decisions get made from |
725s | just data points that are numerical |
728s | right but it must be a full picture that |
731s | requires some investment on the |
733s | company's behalf of that community |
734s | outreach and engagement right yeah and |
737s | that's what I I mean that's one of the |
738s | reasons why I started working here is |
740s | one of the first conversation Stephen |
741s | and I had on the phone Milton's we ate |
743s | lunch |
746s | um because mCP was like you need to come |
748s | work with us and I was like I don't know |
750s | and chatting with Stephen really like |
752s | and I think back on it that was like |
754s | four years ago yeah |
756s | um but the reason why I was like this is |
758s | a place where I want to go is because |
760s | you really understand Community you |
762s | understand how important is that we are |
763s | Gamers also and that we you know are |
766s | making games for gamers right and I |
768s | often work in the past with people who |
771s | maybe aren't Gamers and they didn't |
772s | really get the perspective of that or |
774s | we'd be making decisions because it's |
775s | like hey this is the bottom line and |
777s | we're trying to hit that and if you |
778s | don't hit this you're fine and there's |
780s | nothing more frustrating from a player's |
782s | perspective when something changes in |
784s | the game and it changes for the wrong |
786s | reason because some value in some cell |
788s | in some Excel sheet says hey this is the |
791s | data that we scrapped from player |
793s | activity yeah and so what we're doing |
794s | when we're sending reports over we're |
796s | like hey the numbers are down for this |
797s | because X and Y we give some analyzation |
800s | to it and I think that sometimes that |
802s | part is not read or looked into as much |
804s | as it should be right and it's so |
805s | important to not just like look at data |
807s | and make decisions but also understand |
808s | like why that data is that way in the |
811s | like in the Grand Studio in the grand |
812s | scheme of things yeah all right and with |
814s | that I think that we're gonna head on |
816s | over and meet up with our Unreal Engine |
818s | and character creator folks who Stephen |
820s | was interviewing so we hope that you |
822s | enjoy the rest of the stream and we will |
824s | see you all I love the Fireside field |
827s | it's so good we aren't gonna stop that |
830s | we definitely want the genuine Vibe and |
832s | I think hopefully you guys all feel that |
833s | way through this you know all of our |
835s | streams have been that way we want even |
837s | just these types of ones to feel that |
838s | way too so yes we'll see you guys in a |
840s | little bit |
848s | hey guys I am joined by three of our |
852s | awesome developers we have some of our |
855s | Engineers here at the studio why don't |
857s | we take a second for you guys to |
858s | introduce yourselves hello uh I'm |
860s | Clayton you might remember me from the |
862s | Character Creator live stream |
864s | hi I'm Mitch I've been here at Intrepid |
867s | for coming up on four years now and I'm |
869s | a senior engineer I'm Zach you might |
872s | also recognize me from the Character |
873s | Creator live stream and me and Zach are |
875s | also Engineers yeah we are also yeah |
878s | also gameplay Engineers yeah so that was |
881s | a a fun live stream but let's talk a |
883s | little bit about earlier in the year |
886s | actually it was at the end of 2021 and |
889s | into January of 2022 we showcased our |
893s | transition over to Unreal Engine 5. yeah |
896s | that was quite an Endeavor yeah we had a |
900s | lot of things going on all at once yeah |
902s | it was a lot going on there were a lot |
904s | of people who participated in kind of |
905s | getting the project over to Unreal five |
908s | talk to me a little bit about what that |
910s | process entailed yeah Mitch and I were |
912s | at the Forefront of that especially uh |
915s | Mitch I was helping out a lot with the |
918s | Version Control we have a lot of |
920s | additions to our custom version of |
922s | Unreal Engine that allow our designers |
925s | to do what they need to do and allow |
927s | custom features for our engineers and |
929s | getting those reconciled with all of the |
931s | awesome new features from Unreal Engine |
932s | 5 was a lot of work so right yeah more |
935s | the more custom changes that occur in |
937s | the engine makes that process a bit |
939s | longer and a bit more intricate right |
941s | right and when we get a new version we |
944s | have to make sure that all of the |
945s | previous edits we'd made to Unreal |
948s | Engine still apply or still are needed |
951s | yeah so we had to step through pardon me |
954s | basically everything we had done up to |
957s | that point and |
958s | one by one say do we need this do we |
961s | need something else and and talk to us a |
963s | little bit about kind of what benefits I |
966s | know the audience obviously has had an |
968s | opportunity over this course of this |
969s | last year to see the benefits that |
971s | unreal 5 bring to the project from a |
973s | visual Fidelity standpoint but also a |
975s | little bit behind the curtain on the |
977s | tech side what type of benefits come |
979s | from Unreal Engine 5. well there's a lot |
981s | finer control uh for one for the map and |
985s | for things like separating out things |
987s | into they call a world partition yeah to |
991s | greatly increase the the performance of |
994s | especially the client in very cluttered |
997s | areas right the large scale of distance |
999s | that's been really helped Fashions from |
1001s | the regards that we were already going |
1004s | to have this massive world and the |
1005s | engine |
1007s | the feasibility of it just improved on |
1009s | that regard yeah like one thing that a |
1012s | lot of people don't consider is how you |
1014s | bring all of the people on a massive |
1015s | team like this to actually work on the |
1018s | same thing because previously a lot of |
1021s | the files would be saved in larger |
1023s | chunks versus now in Unreal Engine 5 |
1025s | things are saved as individual actors so |
1028s | people can actually access the same |
1030s | level simultaneously and contribute work |
1033s | to the same features of the project or |
1036s | the same parts of the content without |
1038s | stepping on each other's toes right and |
1040s | from a workflow perspective that is very |
1042s | nice to have because previously you |
1045s | would have to wait as a handoff or some |
1047s | particular checkout to be checked back |
1049s | in before you could start working there |
1051s | yeah |
1051s | as well as the environment team very |
1055s | often yeah that was a big problem |
1056s | especially on the art workflow side for |
1058s | the environment team yeah it's a big |
1060s | relief yeah and then finding out that |
1062s | someone had something you needed to make |
1064s | a specific engineering change yeah and |
1067s | and having to wait a couple days you |
1069s | know at the worst case yeah to uh to be |
1073s | able to access the file yeah and now you |
1075s | can just work on the same thing it's |
1076s | beautiful and tell me a little bit about |
1078s | kind of um some of the performance |
1080s | related benefits that come on the asset |
1082s | side things like nanite or just the |
1085s | visual Fidelity of the world with things |
1086s | like Lumen a lot of people hear terms |
1089s | like Lumen and nanite and uh they just |
1092s | see that it looks awesome but you don't |
1093s | realize that these are also actually |
1095s | just fundamental changes to how the |
1098s | graphics are handled under the hood |
1102s | because with Lumen so previously a lot |
1105s | of people are familiar with Hardware |
1106s | accelerated Ray tracing and uh so many |
1110s | people are familiar with that yeah it's |
1111s | simulating in the audience especially |
1112s | yeah simulating Global illumination and |
1114s | shadows and like well it was it was a |
1116s | really big thing whenever uh graphics |
1119s | card companies were coming out and |
1120s | saying you know this is going to be the |
1121s | the new amazing Tech and they were |
1123s | tested some of that with Tristan I think |
1125s | back in 2017 or or 18. yeah and we had |
1129s | little side by sides and watch the |
1130s | perfect yeah they're like oh Ray tracing |
1132s | on Ray tracing off and one thing that |
1134s | Lumen does is it allows you to actually |
1136s | simulate Ray tracing on the software |
1139s | side so well it's not simulating Ray |
1140s | tracing they're solving the same problem |
1142s | with a different solution with software |
1144s | simulated Global illumination instead of |
1146s | Hardware simulated so uh now it's more |
1149s | accessible to people and that's what why |
1151s | Lumen looks so amazing and that's |
1153s | actually one of the reasons why in early |
1155s | in the year when we showcase the video |
1158s | transitioning over to Unreal Engine 5. |
1160s | we use that cave area to kind of show |
1163s | the benefits of that Global illumination |
1165s | bouncing or cascading off of the |
1167s | environment yeah exactly when you |
1169s | combine that with the virtualized |
1171s | geometry yeah and it's just it's a win |
1173s | yeah not to mention obviously the |
1175s | performance game as well because nanite |
1177s | is per pixel geometry which is amazing |
1180s | like for large worlds a lot of the times |
1183s | you have massive textures that are that |
1186s | are considered virtual wise and this is |
1188s | like a a very common practice previously |
1190s | for handling giant textures as you |
1191s | virtualize the texture which means that |
1193s | it's now streaming from disk instead of |
1195s | all being loaded into memory at once and |
1197s | nanite now provides that for geometry so |
1199s | you can stream in the geometry more |
1201s | granularly which is huge per pixel |
1203s | geometry so it's pretty incredible it's |
1205s | very cool now obviously it doesn't end |
1208s | with Unreal Engine 5 as the community is |
1211s | aware starting next month we're actually |
1214s | going to be making the move over to 5.1 |
1217s | yeah and talk to me a little bit about |
1219s | what that process is going to entail and |
1221s | also what types of benefit it's going to |
1222s | bring it should be a fairly uh smooth |
1225s | process smoother than our initial |
1227s | initially we we did the pre-release |
1230s | version of 5.0 and that was a little |
1232s | rough but 5.1 should be better and we're |
1236s | looking forward to a lot of the |
1237s | performance games especially with things |
1239s | like uh they're partitioning the nav |
1241s | match along the same lines as the world |
1243s | partition and talk to us a little bit |
1244s | about what partitioning navmesh means it |
1247s | means that different |
1248s | servers and different clients will have |
1251s | to can load partial sets of the navmesh |
1254s | instead of the whole nav mesh and that's |
1257s | a lot a lot less memory and the nav mesh |
1259s | is essentially for people who don't know |
1260s | that is how NPCs path around the world |
1264s | essentially correct and that's how they |
1266s | know where Collision is and what they |
1267s | can move around and how they get to a |
1269s | Target location exactly go walk through |
1271s | the tree walk around right absolutely |
1273s | and talk to me a little bit about the I |
1275s | know artists are very excited about 5.1 |
1278s | why is that well a lot of the features |
1280s | that were still in like a beta form for |
1284s | the engine are now coming online or uh |
1287s | as like more performant versions or more |
1289s | reliable versions so like the entire |
1291s | studio will be able to move over to |
1293s | DirectX 12 for our primary Graphics API |
1296s | which that's going to save the artist a |
1299s | lot of headache because a lot of the |
1300s | time somebody will be like hey this |
1301s | looks better like I'm getting these |
1303s | weird glitches on the textures or I'm |
1305s | crashing and now you know a lot of it's |
1308s | just coming into charity with 5.1 and |
1310s | they're also incorporating nanite as |
1312s | part as I understand it with the foliage |
1314s | actors as well yeah trees yeah there's |
1317s | there's some talk of that yeah yeah |
1318s | that's cool I know Tech Art's a little |
1320s | excited about that yeah yeah they've |
1322s | been waiting for it for a long time yeah |
1324s | yeah I remember they were talking to me |
1326s | about it almost six months ago I think |
1327s | yeah |
1329s | um awesome so |
1331s | after we showcased our move to Unreal |
1335s | five earlier this year we had a stream |
1338s | about our Character Creator and this was |
1340s | something that for a long time we had |
1343s | been talking about kind of our goals |
1345s | since 2017 you know what are some of the |
1348s | character creators that that we've seen |
1350s | that we've loved in other games |
1353s | um talk to me a little bit about your |
1354s | experience as a gamer first what are |
1357s | some of the things that you look for in |
1358s | a character creator and why you were |
1360s | excited to bring something a little bit |
1361s | that level and Beyond potentially with |
1363s | ours for me it's the freedom of |
1366s | expression to make the character that |
1368s | you want to make yeah without the |
1370s | limitations that sometimes seem kind of |
1373s | arbitrary that developers put in I |
1376s | really enjoyed uh Baldur's Gate |
1378s | I thought that was a lovely one that |
1381s | really made me feel like |
1383s | I was in a Fantasy Realm crafting my own |
1386s | character |
1387s | as well from the I guess purely Tech |
1389s | side of Black Desert online I really |
1393s | enjoyed the more of the tactile |
1396s | drag yeah the customized character the |
1399s | direct manipulation exactly yeah |
1402s | for me it's usually can I be green |
1405s | can he be green |
1408s | oh it's like a lizard folk or an orc I'm |
1411s | just kidding all of the above all of the |
1413s | above you know actually on that note |
1415s | that's that's a great segue into one of |
1418s | my favorite character creator stories |
1419s | which was actually Oblivion back in I |
1422s | think it was 2006 Elder Scrolls uh it |
1425s | wasn't like an amazing character creator |
1426s | but they had a lot of options and you |
1427s | were able to sort of uh manipulate it in |
1430s | a way that you could push the limits by |
1432s | like dragging one slider back and one |
1434s | slider the other way and I would always |
1435s | make my person like red or green just |
1437s | for fun |
1439s | of course we don't allow for that in our |
1442s | character creator we talk about only |
1443s | allowing positive results or adding |
1446s | constraints that you can have a high |
1449s | degree of control while making sure that |
1452s | the final result is going to look good |
1454s | no matter what right |
1455s | um and of course good good can be |
1458s | somewhat subjective yeah for sure but I |
1460s | want to make Igor yes exactly but |
1463s | whenever you see yourself as in this |
1465s | fantasy role-playing setting you should |
1468s | be able to make that in the Character |
1469s | Creator and express yourself well I |
1472s | thought you know the work that you guys |
1474s | did and that the artist did with |
1476s | bringing kind of the first iteration of |
1479s | Ash's character creator to life was |
1481s | really phenomenal I know it got a lot of |
1483s | positivity and response from the |
1485s | community |
1485s | talk to me a little bit about that |
1487s | process what did that entail |
1490s | that was a whole lot of r d at first |
1492s | yeah yeah |
1494s | I guess possible Within the engine we're |
1498s | working in and especially like what we |
1499s | wanted for it yeah because we had a lot |
1501s | of Demands that |
1503s | we couldn't really point to you in other |
1505s | games and be like let's just do that you |
1506s | know yeah it was a lot of bespoke |
1509s | functionality that was novel to you |
1511s | ashes right yeah and it's one thing to |
1514s | make it work in the Character Creator |
1516s | and it's a completely different thing to |
1518s | take the character that you made in the |
1520s | Character Creator and make that work in |
1522s | game right and make it performant and |
1524s | that's one thing that Zach played a huge |
1526s | role in was actually getting the assets |
1528s | gameplay ready by threading the uh the |
1531s | skeletal mesh merge process that was |
1533s | that was pretty awesome yeah it wouldn't |
1535s | really be possible unless we did a lot |
1537s | of heavy Tech in the background yeah to |
1540s | make it reasonable very cool and then |
1542s | another aspect obviously is the tech you |
1545s | guys worked on doesn't just facilitate |
1548s | the front facing character creator for |
1550s | the player but it's also something that |
1552s | can be utilized internally as a tool |
1554s | when creating NPCs correct yeah when we |
1557s | were in the ideation phase of the |
1560s | expirator we always thought that it'd be |
1562s | great to have |
1563s | organizational Suite or design so they |
1565s | can go and make Quest NPCs they can |
1567s | populate the world with their custom |
1569s | characters they can go in and give life |
1571s | almost to each individual NPC if they |
1574s | wanted to yeah and really make them |
1575s | unique and customize yeah yeah and |
1579s | designers of course love having that |
1580s | tool available because they don't have |
1582s | to go and make specific requests |
1584s | necessarily to character on a particular |
1586s | type of of NPC they can just jump into |
1589s | the tool itself and create those things |
1591s | and of course that technology isn't just |
1594s | restricted to humanoid type NPCs but |
1596s | also can be able to leverage across |
1598s | creature creators as well potentially is |
1601s | that true well big plans for a lot yeah |
1604s | that's that one's uh it's still very |
1607s | much in the oven but uh yeah we want to |
1610s | leverage a lot of the technology that we |
1612s | that we made for the character creator |
1615s | for things like animal husbandry and for |
1617s | populating the world with unique |
1620s | variations of creatures as well yeah |
1628s | yeah in creating the Character Creator |
1630s | uh that one of our biggest points of |
1632s | emphasis is while we're making this is |
1634s | thinking about how it can be reused in |
1635s | other parts of the project so yeah |
1637s | absolutely |
1639s | um because I can edit the size of my |
1640s | Pug's eye |
1642s | to make them really oversized |
1646s | talk to me a little bit about what yeah |
1647s | we obviously talked a little bit about |
1648s | you know |
1650s | one of the aspects of the future uses |
1652s | for the character creator with creatures |
1653s | potentially but what are some of the |
1655s | other things you're excited about uh to |
1656s | continue working on getting the |
1658s | character reader to a point where |
1660s | you know it's going to be live or launch |
1663s | what are some of those features I know |
1665s | we took a lot of feedback from the |
1666s | community when they gave us responses |
1668s | during the discussions Thread about what |
1670s | they're looking for they talked a little |
1672s | bit about more hair options and their |
1674s | abilities to do tattoos perhaps even to |
1676s | customize those things what are some of |
1678s | the things you guys are excited to add |
1680s | yeah so one one thing that I'm really |
1682s | excited to work on next is the hair |
1684s | customization uh well a lot of the |
1686s | functionality for the hair customization |
1688s | is there but I think that you saw in the |
1689s | demo it was still using sliders we |
1691s | really want to expand how much you can |
1694s | customize individually on the hair and |
1696s | also incorporate that same mechanic of |
1699s | direct manipulation so that you're |
1701s | dragging different parts of the hair or |
1703s | actually |
1704s | configuring it that way especially with |
1706s | longer braids and jewelry and more of |
1709s | the granularity you can use to really |
1712s | customize your character yeah we saw a |
1714s | lot of commentary about that those |
1715s | additional and of course players as you |
1718s | guys understand those might not always |
1720s | be available at the Inception of a |
1722s | particular character but might be |
1724s | unlocked through achievements in a game |
1726s | that you can then revisit the Character |
1727s | Creator through salon services and nodes |
1730s | and start to customize further as your |
1732s | character's history matures within the |
1734s | world right yeah that's one thing that |
1736s | I'm super excited for is the gameplay |
1739s | integration of the Character Creator in |
1741s | in real time and and how we integrate uh |
1744s | different customization features and tie |
1747s | that into your character progression I |
1748s | can't wait to see like the different |
1750s | scars that I can unlock from yeah you |
1753s | know |
1754s | like reputation based tattoo yeah |
1757s | yeah I've never seen that before that is |
1761s | cool yeah going into the tattoo parlor |
1763s | in the dunier node and getting like a |
1766s | special do near tattoo oh my it's gonna |
1768s | be awesome it would be also cool as a |
1770s | feature if you're capable of inspecting |
1771s | other players you know customization |
1773s | options and what they represent so if |
1775s | you do add the scar from the dragon |
1776s | fight another person can see ah they |
1778s | have a scar and it's on that dragonfly |
1780s | right exactly yeah that is there's a |
1782s | wealth of gameplay I guess options that |
1785s | we're going to give designers to be able |
1787s | to populate the world with quests and |
1789s | reputation yeah yeah that's super cool |
1791s | very very cool |
1794s | um well awesome you know I I guess |
1797s | um one final question that I would have |
1798s | for you guys |
1800s | um is |
1801s | um as someone who takes a long time to |
1804s | to create your character |
1806s | um do you generally just randomize and |
1808s | go or do you sit there and Fiddle with |
1811s | it I know that in an MMO setting |
1813s | sometimes when you're making that |
1815s | character and obviously this is a |
1816s | service we've talked about offering is |
1817s | prior to launch players will be able to |
1819s | access the Character Creator and prep |
1821s | for that launch time because you want to |
1823s | get into the server as quickly as |
1824s | possible you don't want to lose any time |
1825s | right trying to progress but do you guys |
1828s | like to fiddle with a character creators |
1829s | spend a long time doing it customizing |
1831s | everything or do you just randomize It |
1832s | Go |
1833s | well at first I do both actually really |
1836s | at first I randomized them go and I give |
1839s | the game I'm super picky I give the game |
1841s | an hour nice and if I'm not captured in |
1844s | an hour right I get a refund yes and |
1847s | then a lot of people do that then I |
1849s | spend two hours in the character creator |
1850s | making my real name okay so first you |
1854s | vet the game then if you like it you |
1855s | spend the time right what about you guys |
1857s | uh yeah no so normally I'll randomize to |
1860s | find a starting point that I like and |
1861s | then I'll customize from there |
1863s | um but uh it normally I don't actually |
1866s | put a lot of time into the Character |
1868s | Creator really oh |
1870s | oh my gosh the soccer Legend I'm just |
1872s | kidding I spend a lot of time in Kick |
1875s | creators on if there's ever an option to |
1877s | mod it like Skyrim yeah I'll add even |
1880s | more customization options yeah like |
1882s | modest Skyrim just so I can have |
1884s | full control and like if it's not a Time |
1887s | gate we're like I'm waiting to get into |
1889s | the game |
1890s | if I have like a single player game I |
1893s | will spend a full play session oh yeah |
1896s | yeah I generally if I'm if I'm starting |
1899s | a game especially in MMO and I know that |
1902s | I mean in the past the MMOs that I've |
1904s | experienced it was rare to kind of visit |
1905s | that character creator again |
1907s | um and get to change things so I would |
1909s | spend a lot of time uh building out the |
1912s | character and customizing things I don't |
1914s | know I'm kind of happy for the role play |
1915s | side yeah one of the nice things like |
1918s | Clayton did was he worked on a really |
1920s | nice randomization feature oh yeah |
1922s | absolutely but it |
1924s | like if you're not one of those players |
1926s | that |
1927s | like me that spends a lot of time in it |
1929s | you can just randomize through and |
1931s | you're gonna get like amazing results |
1933s | every time yeah and like |
1936s | Clinton did a really good job with just |
1937s | the breadth of the customization with |
1940s | the randomization and then you can |
1941s | always use that to do uh yeah I was |
1944s | having a fun time just kind of spamming |
1945s | that randomize button and just watching |
1947s | the different shapes and figures and |
1950s | faces just roll through the Character |
1952s | Creator that was actually pretty cool |
1954s | yeah seeing how many different ones you |
1955s | could generate in a short amount of time |
1957s | that's neat and that's also that's going |
1959s | to be at the Forefront of uh our content |
1962s | designer's ability to populate the world |
1963s | with convincing good looking characters |
1965s | is a decent looking random randomizing |
1968s | feature awesome yeah very cool well guys |
1970s | thank you for taking the time to chat |
1972s | with me and our audience we're gonna |
1974s | have a fun little segment coming up next |
1979s | foreign |
1983s | [Music] |
1985s | and welcome over into the environment |
1987s | and season side I am joined by three |
1990s | absolutely awesome members of the team |
1992s | Tristan you want to introduce yourself |
1994s | I'm Tristan snograz I'm the lead |
1996s | environment artist here at Intrepid |
1997s | Studios absolutely we also have |
1999s | Brian Gins lead tech artist and of |
2002s | course the amazing I'm Kat Nary and I am |
2005s | the audio lead at Intrepid yay so |
2008s | we actually pulled off some fun Feats |
2010s | this year and showcasing to the |
2012s | community some pretty exciting stuff one |
2014s | of which was The Season's showcase and |
2018s | we did that in the uh the riverlands |
2020s | biome is that right correct that was the |
2022s | first bomb that we actually implemented |
2023s | the actual Tech that Brian and Hal and |
2026s | James actually worked on right and talk |
2029s | to me a little bit about that Tech what |
2031s | did it entail |
2032s | we're just touching every single |
2034s | component of unreal where uh a lot of |
2038s | things had to be harmonized like the |
2039s | cloud the volume Cloud stuff and there's |
2041s | part of the effects for the rain and the |
2042s | snow I think I mentioned it in the live |
2044s | stream for the yeah |
2045s | but yeah that's and it was just so many |
2048s | parts to it yeah I mean it was amazing |
2049s | to see like you know we talked about it |
2051s | during of course the demonstration that |
2052s | I've never personally experienced any |
2054s | type of tech like that in an MMORPG |
2056s | before where you actually get to see the |
2058s | biome change in front of your eyes on a |
2060s | seasonal basis right how difficult was |
2062s | that to achieve and how much how much |
2064s | did moving over to Unreal five we just |
2066s | talked about in the previous segment |
2066s | moving over to unreal5 help with that I |
2069s | think it's helped with it a lot I think |
2070s | uh a lot of the cases in unreal that's |
2073s | all you're looking for is a button |
2074s | button press or a check box or something |
2076s | but there are a lot of different systems |
2079s | to harmonizing gameplay implications |
2082s | that and it's probably like one of the |
2084s | hardest things is the planning out of |
2086s | how to start it so that it's the whole |
2089s | approach is future proof and does |
2090s | everything you want it to do or might |
2091s | want it to do right yeah and that of |
2094s | course has implications on the audio |
2095s | side because as an environment changes |
2098s | of course the ambience doesn't sound the |
2099s | same those things have to those tracks |
2101s | have to change how is that implementing |
2103s | I mean first doing season Tech is |
2106s | something I wanted to do for like 20 |
2107s | years in the game industry so when I got |
2109s | to see what what the artists were doing |
2111s | I was really excited to work on this |
2113s | um |
2114s | you know |
2115s | you would think that there's just four |
2116s | seasons and so you make your four sounds |
2118s | of summer winter fall right spring but |
2120s | we're going to go high-tech and we're |
2122s | going to do eight variations that |
2124s | seamlessly go through ideally you won't |
2126s | hear the changes because you'll be so |
2127s | seamless and they'll just kind of go |
2129s | through yeah it's something you don't |
2130s | get to see in the live streams right now |
2131s | because uh you do changes in 30 seconds |
2133s | right so um when we do the sounds for |
2136s | them and as the audio team continues to |
2137s | grow like right now I went out and |
2139s | recorded the rare rain in San Diego a |
2141s | couple of weeks ago so that kind of |
2143s | stuff gets into the game |
2145s | um and as it grows we'll go do more |
2147s | field recording um you know we try to |
2149s | make as much Custom Sounds as we can |
2150s | that fit the environment that we see and |
2152s | I of course haven't received yet your |
2153s | itinerary of all the places in the world |
2155s | you plan to travel to the collection |
2158s | I will be asking for reimbursement I |
2160s | can't wait when I go to Fiji yeah yeah |
2163s | exactly I am more than happy to travel |
2165s | to collect the perfect references |
2170s | talk to me a little bit about that what |
2172s | were some of the Inspirations I know |
2173s | James did a lot of work on the C |
2175s | seasonal showcase for those assets how |
2177s | do you guys kind of derive what you're |
2179s | going to fill those biomes with so first |
2182s | it was just trying to find some real |
2183s | world references that we could take as |
2185s | you know inspiration then of course we |
2187s | do get constant images derived from that |
2190s | the ad the fantasy Flair that we're |
2191s | going to have right so then you know we |
2193s | want to do real world but we're also |
2194s | doing High fantasy yeah and we'll kind |
2196s | of elements to it so |
2198s | they chose Wales as essentially the |
2201s | biome for this which is basically like |
2203s | where my family is from so I was like |
2205s | all right I remember seeing your shots |
2208s | that you took while you were in Wales |
2209s | and you were posting them all throughout |
2211s | the art channels and you're like all |
2213s | right this is great for this this is |
2214s | great for this and we need more |
2216s | references I called up my mom and I was |
2218s | like hey I wanted |
2224s | do you fill out any jira tasks for her |
2226s | when you ask her to do that stuff yes |
2227s | she's still asking for her money |
2229s | we'll figure it out she's retired she's |
2231s | okay but yeah so then we moved on to the |
2234s | desert biome right after that and so |
2236s | that wasn't necessarily seasonal Tech |
2237s | implementation right there but we had a |
2240s | whole bunch of stuff to kind of think |
2241s | about how we wanted to approach |
2243s | seasonal attack from a very different |
2245s | environment right especially like the |
2247s | one that's desolate as a desert right |
2248s | and so how do we make that environment |
2251s | change over four biomes and make it feel |
2252s | like unique and interesting and |
2254s | different but also not just do a |
2256s | traditional desert yeah so we'd like to |
2259s | make like the winters maybe slightly |
2260s | different that you might see I know we |
2262s | talked a little bit about that and |
2263s | there's some cool stuff that we've done |
2265s | for things that might come down the line |
2267s | but one of the things that we wanted to |
2270s | do was also out here in Anza Borrego we |
2272s | get the desert super blooms which is |
2274s | where everything turns into like this |
2278s | um yeah the flower blooms are just |
2280s | mind-blowing beautiful so there's some |
2283s | stuff that we have been trying to make |
2285s | happen that is going to probably blow |
2287s | people's minds even more than we've |
2288s | already done with the Riverland |
2289s | absolutely and I I think that people are |
2292s | going to be really excited to see that |
2293s | stuff I think just the Glimpse that we |
2294s | got actually at the desert area that |
2296s | desert biome right um there's already I |
2299s | mean just such beauty and that you did |
2300s | with the Oasis and the tech across the |
2302s | rolling uh winds over the sand dunes |
2305s | talk to me a little bit about how you |
2307s | kind of accomplished the the wins for |
2309s | the sand dunes there's a couple of |
2311s | techniques I think uh a lot of times the |
2313s | environment artists will take stab at |
2314s | what they want to do and then I'll pick |
2316s | it up and work it and massage it in a |
2318s | little bit better with some of the |
2319s | systems that are in there already make |
2322s | it a little more fun |
2325s | as well but yeah they they know they |
2328s | have an idea what they want in their eye |
2329s | and I just like okay I get it and let's |
2331s | kind of use that in a particle effect to |
2333s | do that as well and |
2336s | um it's kind of like use a different |
2337s | system but in the same way that they're |
2339s | envisioning yeah to cover like all |
2342s | different things unreal can do like the |
2343s | grass the foliage and the virtual |
2345s | textures and everything and there's |
2346s | there's a lot of ways to do things but |
2348s | there's often the best way to do |
2349s | something and it's kind of like |
2352s | put that in there like heat Distortion |
2354s | was done one way it's just let's put |
2355s | that in the particle system and they all |
2357s | kind of layer on top of each other these |
2359s | different systems that you're utilizing |
2361s | yeah if you take one out then the whole |
2363s | scene just kind of falls apart and uses |
2365s | that and now of course you know we have |
2367s | certain types of weather events that are |
2369s | of course going to impact audio as well |
2370s | for these areas like we talked a bit |
2372s | about one of the boss designs that are |
2374s | intended for the desert biome having |
2377s | this kind of Whirlwind of Sandstorm and |
2380s | when players get inside of those things |
2382s | how does that kind of change audio yeah |
2384s | no Brian's been awesome to work with |
2385s | because he's built a lot of systems that |
2387s | can drive the audio dynamically so I'll |
2389s | go out and record various levels of |
2392s | sounds and then they'll procedurally |
2393s | change in the game to really make you |
2395s | feel like you're in there even the same |
2396s | with the trees if you go under the trees |
2398s | right now with the wind you know yeah |
2400s | the little leaves will kind of go up and |
2401s | down with the uh the wind parameters |
2404s | that Brian's set up and it's really |
2406s | really neat and really interactive and |
2407s | not just the winds I noticed that as you |
2409s | know I kind of move through the game and |
2410s | I get close to some of these particular |
2412s | you know foliage actors I hear birds |
2414s | chirping or you know some type of cue |
2416s | that just happens in the background the |
2418s | birds are super cool too because they're |
2419s | going to be assigned to certain trees |
2421s | and um you know sometimes you'll find |
2423s | that really cool bird you'll want to sit |
2424s | under it and then sometimes you'll find |
2425s | a bird that maybe you don't want to be |
2426s | near and so maybe you'll chop down that |
2428s | tree and then take away his home or you |
2430s | know move away that's a terrible but you |
2433s | know yeah |
2434s | that is actually very genius I noticed |
2437s | also you know as we were kind of |
2438s | showcasing some of the um Ranger footage |
2441s | that design and the combat engineers |
2443s | have been working on |
2445s | um there was that almost pollen-like uh |
2448s | fog that was just throughout the level |
2450s | that you know created that almost |
2452s | morning dust look in that area yeah one |
2454s | of our newer artists John Wayne has |
2456s | actually been implementing a lot of |
2457s | those kind of features to get I mean |
2459s | that's just another atmospheric element |
2461s | that completely adds to the mood right |
2463s | right and those are seasonal as well |
2464s | right like I mean those are going to be |
2465s | specific attuned to specific Seasons so |
2468s | and not just Seasons but also weather in |
2470s | general you know so you might get a |
2471s | foggy morning |
2472s | you know there's been several pretty |
2474s | amazing games recently that I've played |
2476s | that have some of these elements and you |
2477s | know that really changes the vibe of |
2480s | when you're running around like you know |
2481s | one day to another is completely |
2483s | different and that's that's a great you |
2484s | know Point like we're all Gamers we all |
2486s | play games in our spare time that's why |
2488s | we're in this industry is because we |
2490s | love games we like seeing the smiles on |
2491s | people's faces when we make something |
2493s | that excites them how much inspiration |
2495s | do you draw from the games that you play |
2498s | that's a tough question because there's |
2500s | so many different types of games that |
2502s | you can play obviously and I don't |
2503s | really stick to one and none of them |
2505s | have a shortage of awe-inspiring Feats |
2507s | that their Dev teams accomplish as well |
2508s | yeah and you know like for me in |
2510s | particular Red Dead Redemption it's an |
2514s | amazing game where I could just ride |
2515s | around and enjoy the nature all day or |
2517s | the shenanigans that the horses have |
2519s | yeah |
2520s | all the little things you know but like |
2522s | yeah like that specific game has a lot |
2524s | of atmospheric elements for when I'm |
2526s | running around I just really enjoy and |
2527s | not just the visual elements but then |
2529s | the sound does kick in and sound to me |
2531s | is one of the things that really truly |
2534s | sells like a movie or okay yeah |
2536s | especially the music and such like that |
2538s | but like if the audio doesn't feel right |
2539s | then you know I uh absolutely I mean |
2542s | that was something that was big for me |
2544s | not just in gaming but like I find in |
2548s | many different forms of entertainment |
2549s | especially media television movies like |
2551s | that that the soundtrack the music that |
2555s | accompanies |
2556s | what's happening more often than not |
2559s | elicit stronger emotions for me than the |
2561s | visuals of the dialogue my goal for Vera |
2564s | audio is you should be able to find a |
2566s | nice little safe place to sit down and |
2568s | leave it on in the background is a nice |
2570s | ambient audio generator and you can go |
2572s | and work on your thesis or whatever else |
2575s | you're working on or just nice little go |
2576s | to bed to it oh I want you to like feel |
2579s | like you're always in there |
2580s | that's what I'm saying yes |
2583s | we'll do that we should totally throw up |
2585s | like a YouTube Loop that people can just |
2587s | leave on oh that would be a great idea |
2589s | that's one way to fall asleep yeah |
2591s | absolutely so as we kind of you know |
2593s | look forward into 2023 what are some of |
2597s | the areas that you guys have on your |
2600s | excited list of things to tackle right |
2603s | what what's the biome you're looking |
2605s | most forward to so the Redwood Forest is |
2608s | something that we're aiming to push into |
2610s | we've already kind of started pushing |
2612s | into it slowly but |
2614s | um you know just being surrounded by it |
2616s | giant massive trees that just don't seem |
2619s | to be making any sense of why they exist |
2621s | like when you're walking through a |
2622s | redwood forest in real life like up in |
2624s | Northern California it's just it's it's |
2626s | all inspiring and there's a lot of cool |
2628s | seasonal stuff that we can do with that |
2630s | yeah so that's my yeah I was talking to |
2633s | design a little bit about group gameplay |
2636s | Dynamics when we instituted the |
2637s | Gathering Tech |
2639s | um |
2640s | and having specific assets that require |
2642s | multiple players in order to actually |
2643s | chop down a particular tree yeah I don't |
2645s | think you can really take down a redwood |
2647s | with a simple one person yeah six swings |
2650s | we're good |
2651s | let's see how that plays out that's |
2653s | going to be an interesting feature to |
2654s | actually make it work because from the |
2656s | tech side of things |
2660s | harvesting Tech is going to play into |
2662s | that right yeah and it's relevant of |
2664s | course to Seasons because not just the |
2667s | ambience and the audio changes but the |
2668s | assets that are available and spawn |
2669s | those change as well and those have |
2671s | actual economic implications when it |
2673s | comes to uh the world economy |
2676s | um so yeah that's that's that's super |
2678s | cool |
2679s | um well talk to me a little bit about |
2681s | kind of how you blend the work between |
2684s | setting up these zones these biomes for |
2687s | the seasonal aspects and working with |
2689s | design to determine which assets spawn |
2692s | when how it's affected potentially by |
2694s | time of day |
2695s | um and and a little bit about |
2698s | um you know working with design on |
2700s | setting up these uh these biomes filled |
2703s | with different types of gatherables uh |
2705s | essentially and how it's affected by |
2707s | Seasons right they have Cycles |
2709s | essentially there's going to be |
2710s | different types of plants different |
2711s | types of voyage that you can Harvest |
2713s | during certain times of the year |
2715s | um Brian I guess you're probably going |
2716s | to be plugging that Tech to the all the |
2718s | harvestable Assets in the sense that you |
2720s | know you might get a certain plant in |
2721s | winter but you're not going to get it |
2722s | during right in the time where weather |
2724s | might affect right and we saw a little |
2725s | bit about that not just with the assets |
2727s | but also with the creatures as well |
2729s | correct yeah and what went into making |
2732s | the creatures kind of change uh you know |
2734s | with the seasons it actually is not as |
2737s | difficult as it sounds |
2738s | wait don't say that it's very difficult |
2741s | no I'm just very complex |
2743s | It's probably hard for the guys are epic |
2745s | to like put it on the engine but we just |
2747s | kind of you know every material every |
2748s | object has access to wind direction and |
2751s | speed time of year time of day it's up |
2754s | to the artist to just kind of tap into |
2755s | these accessible variables and say make |
2758s | this color and the summer a different |
2760s | colored winter |
2762s | um yeah it gets complicated when you |
2763s | start putting in more Dynamics with like |
2765s | we want a storm in this area just so we |
2768s | move across the world and it has gamble |
2770s | implications and everyone all the |
2772s | clients know if they're in a storm or |
2773s | not and uh to that whole like process of |
2777s | working with designers and how to like |
2779s | uh integrate what we can do what they |
2781s | want to do |
2782s | I have to have like here's the ambitious |
2784s | goal what everyone's talking about but |
2786s | we've got to fall back Justin I need |
2789s | like a fallback scale of achievability |
2792s | push the really ambitious thing that's |
2794s | going to blow everyone's like blow the |
2796s | socks off right and we usually hit the |
2798s | ambitious ones though yeah yeah somehow |
2801s | some way it always works out yeah right |
2802s | and then of course you have to think |
2804s | about kind of all of these things from |
2805s | an audio perspective where essentially |
2807s | you're layering on these different |
2809s | sounds and when does it become too much |
2811s | if I've got a storm coming I'm in combat |
2813s | with 10 creatures I've got players |
2815s | around me with abilities and effects and |
2817s | I got we have academic music a great |
2819s | co-team and we're also using um audio |
2821s | kinetics audio engine both those things |
2824s | with the code team and and the audio |
2826s | engine will allow us to do some really |
2828s | cool Dynamic mixing that we'll get to |
2829s | choose what needs to be in focus when |
2831s | when you're in the storm you're going to |
2832s | hear the storm but if combat's coming on |
2834s | and bigger things that need to be |
2835s | focused on those are going to kind of |
2836s | come up while the storm will go down |
2839s | that's awesome that is awesome |
2842s | well with that being said we are going |
2846s | to be moving over into our discussion |
2848s | about combat and I want to thank you |
2851s | guys for joining us and chatting a |
2852s | little bit about uh the seasons and what |
2854s | it takes to actually make this stuff |
2856s | exist in game so awesome job guys and we |
2859s | will be seeing you in just a second |
2868s | and we are back with a fun little |
2872s | discussion with some of our awesome |
2874s | developers who are involved in the |
2876s | development of our combat and classes |
2879s | and special effects all the fun stuff |
2881s | that makes an MMO and MMO |
2885s | um first thing I want to ask is for you |
2886s | guys each to introduce yourself start |
2888s | with you Jim I'm Jim I am the lead |
2890s | effect hard yes trap yep I'm Tara |
2893s | Thompson I'm a senior combat designer on |
2896s | the project awesome yep I'm Keenan I'm a |
2899s | gameplay engineer I mostly work on uh |
2901s | combat and movement |
2902s | so we have shown some fun stuff this |
2905s | year and I think uh the audience of |
2908s | course would agree that the look at |
2910s | Ash's development since the start of |
2913s | 2022 has ramped up in a very fun and |
2917s | engaging way for the community to kind |
2918s | of take a look at how development works |
2920s | here you guys all are involved in a |
2922s | process of course that is very near and |
2925s | dear to many players Hearts which is the |
2927s | identity of their archetypes the |
2928s | abilities they have access to those |
2930s | classes how they interact from a role |
2932s | perspective with combat in general in |
2934s | the game what are some of the |
2936s | Inspirations what are some games that |
2937s | you guys have played in the past that |
2939s | kind of helped to influence the |
2940s | decisions that we make on ashes |
2943s | oh you know that's a good question |
2945s | because I mean if you're playing an MMO |
2947s | you're gonna have to think of kind of |
2949s | the big players out there and I got |
2951s | thousands of hours in World of Warcraft |
2953s | really that will definitely influence |
2955s | how I shape kind of some of the iconic |
2957s | imagery the colors and shapes I think |
2960s | really |
2961s | um a lot of that motivation comes back |
2962s | to the feedback I get from the community |
2964s | and from the other developers like tread |
2967s | is always kind of saying hey man what |
2969s | about this shape or this Sizer I'm |
2970s | thinking about this mechanic yeah so I |
2973s | guess it's a |
2974s | circular absolutely I mean all of us |
2977s | have been experiencing MMOs I mean we're |
2978s | all MMO Gamers that's part of the |
2980s | question that I ask in the final |
2981s | interview |
2983s | MMOs the real qualified yes the |
2985s | qualifying question |
2987s | um Trev what are some MMOs or games in |
2989s | general inspiration there are so many I |
2991s | would have to narrow that down to uh |
2993s | I'll I'll pick an MMO since that's one |
2996s | of the most relevant but um I'd say the |
2998s | most influential MMO on me on just you |
3001s | know as a gamer has been a Dark Age of |
3002s | Camelot oh um I remember actually our |
3004s | interview uh when you asked me about |
3006s | like my MMO experience that was the one |
3008s | I chose to talk about I loved it was |
3011s | such a fun game yeah yeah that was |
3013s | really the game I think that uh really |
3016s | well that in RuneScape those if you |
3018s | qualify RuneScape as an MMO that one as |
3020s | well but like Dark Age was really where |
3022s | I think I realized the magic of an MMO |
3025s | and yeah um it really is what got me |
3028s | into like open world PVP and that's what |
3030s | really excites me about this project is |
3032s | bringing back kind of thing back you |
3033s | know just that really spontaneous |
3035s | gameplay that you run into out in the |
3037s | field and you just never know what to |
3039s | expect yeah what about you |
3042s | um for me |
3043s | I think it's probably wow yeah |
3045s | specifically |
3047s | um the re-release of vanilla wow classic |
3049s | wow |
3050s | um oh yeah I thought that was a |
3052s | phenomenal experience I actually never |
3053s | played in vanilla uh so when I traveled |
3056s | so that was your first time in the |
3057s | classic that was my first time with |
3058s | classic and I feel like it brought back |
3060s | some of the some of the old school |
3062s | Adventure that a lot of us have been |
3064s | missing back yeah the Nostalgia we've |
3066s | got a group playing right now oh yeah |
3067s | really hopefully we'll start back up |
3069s | again on old war |
3071s | really cool so obviously you know as our |
3074s | audience has kind of seen throughout the |
3076s | year and they're you know kind of seeing |
3078s | now as we put little clips into this |
3079s | particular video |
3081s | um you know we've shown off a little bit |
3082s | of the Ranger we've shown off a little |
3084s | bit of uh basic weapon attacks and melee |
3087s | some of the fighter skills we've shown |
3089s | off the cleric most recently |
3091s | um tell me a little bit about the |
3093s | process that goes into actually making |
3096s | these archetypes obviously the ability |
3097s | side is very important that needs to |
3099s | have support from engineering and VFX |
3101s | and stuff but what typically goes into |
3103s | to and we have a lot of classes to make |
3105s | right and we're deep within the thralls |
3108s | of that process but what does it take |
3109s | yeah I could uh start on that um so |
3112s | obviously a class has or an archetype |
3114s | has to start on on paper right |
3116s | um you know we don't you know a lot of |
3118s | the time we'll go into prototyping and |
3120s | start building out stuff and see what's |
3121s | fun but just about always we start on |
3123s | paper um on a design document and we're |
3126s | talking about specific abilities when we |
3128s | start out on paper right |
3130s | um first we actually go about |
3131s | establishing the class fantasy and the |
3134s | identity and the role within the party |
3136s | right |
3137s | um because that really helps to inform |
3139s | what those abilities then are yeah so |
3142s | that's usually the first step is you |
3144s | know what is this archetype what |
3145s | identifies it what what is the role that |
3147s | it's trying to accomplish once that is |
3150s | done then we go into what you're |
3152s | suggesting there where you know we'll go |
3154s | and brainstorm a whole wide list of |
3156s | abilities and class mechanics and then |
3159s | once we've got all those you know a lot |
3161s | of them will get the chopping block and |
3163s | you know some of them will make it |
3164s | through some will get iterated and you |
3166s | know kind of redesigned reimagined and |
3168s | then after that step |
3170s | usually we go to you and we have a sort |
3173s | of review meeting |
3175s | and you know you'll pick ones that you |
3177s | like you'll pick ones you want to change |
3178s | or the second chopping block |
3181s | second shot yeah there you go we try and |
3183s | filter it on our end as much as Stephen |
3185s | makes sure it gets done one way or |
3187s | another |
3188s | um and then you know once once that's |
3190s | done then we jump into the prototyping |
3193s | right |
3194s | um and then it starts down the pipeline |
3195s | process right yeah yeah and rapid |
3197s | prototyping is a really important step |
3199s | of the design process for combat because |
3202s | we want to build and fail early or you |
3205s | know succeed early and we find the fun |
3207s | we find what's not fun and we can all do |
3210s | that within you know the tools that are |
3212s | very talented Engineers provide us and |
3214s | we're always working to improve that |
3216s | stuff and the better tools we have the |
3218s | better the designers can do their job |
3220s | and of course engineering kind of fields |
3222s | requests from a capability standpoint on |
3225s | what design can actually provide a |
3228s | particular ability to do right talk to |
3230s | me a little bit about you know how you |
3232s | feel those requests how you incorporate |
3234s | that as part of the ability system all |
3235s | those things |
3236s | well we always do feasibility on any |
3239s | requests that we get but our designers |
3241s | are really good about that and we don't |
3242s | usually have too many issues there |
3244s | usually |
3246s | I like to run wild sometimes |
3249s | for me as an engineer though I think a |
3251s | lot of times the challenge is in um you |
3254s | know they're they're trying to get the |
3256s | fantasy right and the question is like |
3259s | how do you make somebody who's playing a |
3262s | game feel like they are being delivered |
3264s | on that band |
3265s | so when design asks us for something we |
3267s | usually play it a lot ourselves as we're |
3269s | making it and we we search for that |
3271s | feeling and you know we're all Gamers so |
3273s | we know what it feels like yeah so we're |
3275s | looking for it as we build it that's one |
3276s | of my favorite things is I'm walking |
3277s | past your desk going to my office |
3279s | sometimes I'll just be like hey Stephen |
3281s | you got two minutes and then you put me |
3283s | at your desk at the keyboard and you're |
3284s | like how does this feel do you feel like |
3286s | a ranger I know dude you're like a |
3288s | ranger does this sword slash feel good |
3290s | yeah yeah absolutely I mean and |
3292s | obviously you know you guys you and Adam |
3294s | have had a very instrumental hand as |
3296s | part of working with design and visual |
3298s | effects to kind of capture not just that |
3301s | role but that feeling as you described |
3302s | and sometimes that incorporates working |
3305s | with animators to get the right types of |
3307s | authored animations for like a |
3308s | particular weapon uh attacks and or |
3311s | abilities and the timing on those things |
3313s | is is pivotal in creating the right |
3315s | feeling right there's so many technical |
3317s | components to it and as is often the |
3320s | case with engineering it's like |
3321s | eliciting the right human response out |
3324s | of the very mathematic cool thing is is |
3326s | the challenging part yeah and Jim |
3329s | obviously you know audio and visual |
3331s | effects they come in kind of near the |
3333s | end of that pipeline where you know uh |
3335s | design and Engineering has provided the |
3337s | tools to design designs iterating with |
3339s | authored animations and then VFX comes |
3343s | in and says how can I make this look |
3344s | spectacular I mean there's a tremendous |
3347s | amount of thought that's already been |
3349s | placed into this uh mechanic or design |
3351s | or ability or whatever so on top of that |
3354s | we're thinking about how can we push the |
3356s | MMO space we don't want to recreate the |
3359s | other games we want to make it our own |
3361s | game yes and we want to push the effects |
3363s | to a level that you just don't see in |
3365s | the industry period but at the same time |
3367s | we don't want to create visual effects |
3368s | soup so we're working on creating a |
3370s | visual language it's something that the |
3372s | gamers here are playing us are going to |
3374s | understand like hey that's like an |
3376s | Arcane ability or that's like a tank |
3378s | mixed with this you know Summoner or |
3380s | whatever so we have to figure out how to |
3382s | do all of this not make it too muddy but |
3384s | actually X cute in a way that looks cool |
3386s | so it's really really nice to have |
3388s | people like tried and our engineer team |
3390s | right to go back and forth and be like |
3391s | hey can we connect this beam here can I |
3393s | parameterize it and can we expose this |
3395s | to the UI guys so we can ramp it up or |
3397s | down to do stuff yeah and you hit on a |
3399s | really interesting point which is visual |
3402s | effects is obviously not just about |
3404s | creating things that are awesome but the |
3406s | language that communicates in the style |
3408s | guide of how these effects translate to |
3410s | particular classes from just a |
3412s | silhouette perspective shape language or |
3414s | visual Fidelity in the Hues and colors |
3416s | that are used to communicate at long |
3418s | distances like hey I know what I'm going |
3420s | up against especially if it's PVP |
3422s | scenario or if you see your group kind |
3424s | of doing something there are visual cues |
3426s | for you to respond appropriately and |
3428s | synergistically from a rotations |
3430s | perspective and that's something I know |
3432s | early on you know we worked with each |
3433s | other kind of going through you and the |
3435s | VFX team across you know what those |
3437s | shaped languages should look like for |
3438s | particular types of abilities the colors |
3441s | that should be associated with |
3443s | particular types of archetypes the |
3444s | symbology and iconography that's used as |
3447s | part of those particular visual effects |
3449s | some of which obviously people saw in |
3450s | the last cleric demonstration but how |
3453s | has that been for you kind of defining |
3455s | those things and creating that style |
3456s | guide I mean it's a comprehensive list |
3458s | there's 64 classes right and how do you |
3461s | how do you steer make sure that it |
3463s | doesn't become that visual suit that so |
3465s | many people I mean I've played games |
3467s | where it does become visual soon yes and |
3470s | especially it starts to break down every |
3473s | 10th player you add into the mix or |
3475s | every 10th you know actor NPC or |
3477s | whatever right how do we accomplish that |
3480s | oh I love that question so I mean I'm a |
3483s | gamer and I think that especially in |
3485s | MMOs when you get to that in-game |
3487s | content and you're in this huge raid |
3489s | whether it's like 10 people or 100 |
3490s | people and all of a sudden it's like you |
3491s | can't find your mouse cursor you're like |
3493s | if you're not hockeyed you're lost right |
3495s | so but to answer your question we're not |
3498s | instead what we're going to do is we're |
3500s | going to give that to the player so the |
3501s | player is going to be able to tune that |
3503s | experience so we are going to create a |
3506s | very smart parametized subset of Matrix |
3510s | particle systems that's a fancy way of |
3513s | saying that we're going to let you tune |
3514s | what it's like in single player versus |
3516s | maybe you and your buddy versus a |
3518s | five-person party or a Giant Raid not |
3520s | only that but let's make it to where we |
3522s | can change uh the camera Shake yes and |
3524s | the post process and the particle |
3526s | intensity and then do a global one that |
3528s | skills all of that give that to the |
3529s | player because I mean really visual soup |
3531s | is a thing but there's a scale that's |
3534s | subjective kind of to the player on how |
3536s | much they want to see of those things |
3537s | yeah happening in a particular area and |
3540s | this is how something obviously you guys |
3541s | have been following the project for a |
3543s | long time is what we've talked at since |
3545s | the very Inception of Ashes is a desire |
3547s | to tackle that particular issue that |
3549s | many of us have experienced in other |
3551s | games of course so talk to me a little |
3553s | bit about |
3554s | um our 64 classes right in those roles |
3557s | those those class fantasies you know |
3560s | where do we kind of live when |
3561s | incorporating and obviously we have an |
3563s | eight-member party right and we have |
3565s | eight archetypes that are associated |
3566s | across our game and people know it's |
3569s | kind of a matrix of eight by eight in |
3570s | which creating these classes the augment |
3572s | system all that type of stuff people |
3574s | have just now been starting to get a |
3575s | peek under the hood of the creation of |
3577s | these archetypes and these classes what |
3579s | are you most excited to kind of tackle |
3581s | come 2023 I know that there's a lot of |
3584s | stuff in the works right now and |
3585s | building up towards Alpha 2. of all 64 |
3587s | of this yes yes probably the Dreadnought |
3590s | because that's my default character |
3593s | but actually like I don't know that |
3596s | there's any particular class yet I mean |
3598s | we haven't even shown everybody all the |
3599s | archetypes |
3601s | um but I will say I'm pretty excited to |
3603s | see what the Summoner becomes yeah we |
3605s | haven't shown anything on the Sumner and |
3607s | um I'm not necessarily a pet class |
3609s | player myself but I feel like every |
3612s | Summoner type class that I've seen in |
3614s | games |
3615s | um they they usually fall a little bit |
3618s | flat in my opinion maybe that's why I |
3620s | don't blate them right |
3621s | um but I'd like to see something a |
3623s | little bit more Dynamic with like you |
3625s | know summoning real time in combat |
3627s | rather than oh I summoned my pet right |
3629s | at the beginning of combat and then that |
3631s | it's done it's out there doing its own |
3633s | thing yeah I think there's a lot left to |
3635s | be explored there and I'm pretty in fact |
3637s | we've already written up some stuff |
3639s | about it oh yeah absolutely some stuff |
3641s | that we've shared a little bit with the |
3642s | community just a little just a little |
3644s | bit but I think they're going to be |
3645s | excited to see next year kind of some of |
3647s | the stuff that's gone into that what |
3648s | about you Keena what are you kind of |
3650s | excited about from either a technical |
3651s | challenge perspective when it comes to |
3654s | these ability systems or combat in |
3656s | general or class-wise |
3658s | I think if you're talking about what I'm |
3660s | most excited to work on I would say all |
3663s | of The Bard classes ah okay I think that |
3666s | the The Bard has seems to have been |
3668s | largely forgotten by modern gaming so |
3670s | I'm excited to bring it back and show |
3672s | off some of the cool ideas that we have |
3673s | yes I think next year as well people are |
3675s | going to be excited to see how that |
3677s | class interacts from a support |
3678s | perspective for the uh for the party and |
3681s | how it kind of lives next to but doesn't |
3683s | Encompass the same space as the Healer |
3686s | which is what a lot of previous games I |
3688s | think that try to bring in that Barn |
3689s | perspective do they just throw it on top |
3691s | of the healer's role and that can be a |
3693s | little bit boring there's a lot more to |
3695s | support than health Bargo is right right |
3700s | how about you Jim what about you on the |
3703s | on the visual effects side I know you |
3704s | guys got a lot of fun Tech working with |
3706s | the tech art teams uh for supporting |
3709s | visual effects not just from a class |
3710s | perspective but also on the monster side |
3712s | NPC encounter site as well oh yeah I |
3715s | mean we're gonna have so much fun like |
3716s | Monsters and boss fights are gonna be |
3718s | unreal because if we can just dial that |
3720s | up and really have fun with all the |
3721s | actual Tech that's built in the engine |
3723s | the custom deck I think from uh just a |
3726s | like a real technical perspective yeah |
3729s | I'm super excited about augments I want |
3731s | to do the augmentations and see how |
3733s | these different classes interact and how |
3735s | we can create like the difference |
3736s | between a cleric and a paladin for |
3738s | example |
3739s | but from up just a selfish point of view |
3742s | yeah all about the Necromancer man it's |
3744s | gonna be incredible |
3751s | uh some of the augments I don't know if |
3753s | everyone picked up on them during some |
3755s | of the demonstrations there were a few |
3756s | abilities that had some of the augments |
3759s | associated with them but next year I |
3761s | think in preparation for Alpha 2 there's |
3763s | going to be a lot of that stuff that |
3765s | players are going to get access to and |
3766s | kind of see you know it's something |
3768s | that's interesting to me is I think next |
3770s | month we're showcasing uh the tank uh |
3773s | archetype and we're gonna be showing |
3775s | some of those abilities and within the |
3776s | next Cup oh I might have actually just |
3779s | leaked that up I'm so sorry okay it's a |
3782s | little leak in the in today's video but |
3785s | um |
3787s | uh within the next um within the next |
3790s | couple months or I think it's the next |
3791s | two to three months we're also going to |
3792s | be talking a little bit about and |
3793s | showcasing the one of the one of the big |
3795s | raid bosses the Cyclops and I know that |
3797s | has a lot of visual effects that's going |
3799s | into that encounter as well as some |
3802s | Unique Mechanics that are associated |
3803s | with supporting some of that ability |
3805s | that the actual Cyclops has available |
3807s | and I think people are going to be a |
3808s | little bit shocked by that because it's |
3810s | it's pretty cool oh it's gonna be epic |
3813s | oh yeah it's gonna be it's gonna be |
3814s | insane I mean you have this unique |
3816s | problem with big bosses in general yes |
3819s | now have I'm going to leak a little more |
3822s | um hopefully you guys have to edit sorry |
3823s | I know I'm ready I'm scared so we're |
3825s | gonna have this this monstrous creature |
3827s | just going across our terrain it's not |
3829s | going to be your flat Arena that you see |
3831s | in every MMO it's gonna have different |
3833s | heights altitudes obstacles to climb on |
3836s | and we got to solve for that we don't |
3837s | want our effects just hanging in there |
3839s | we want to mold to the train and do |
3841s | different stuff so I think that's going |
3843s | to be something that I'm really excited |
3844s | about it's really technical but it's |
3846s | also going to be something that people |
3847s | are really going to dig they're going to |
3849s | enjoy it oh for sure I totally agree |
3850s | every little Edge case we missed is |
3852s | going to be scaled up |
3859s | is we get to encounter those problems as |
3862s | the course that we're bringing this to |
3864s | life and as we're addressing them we're |
3866s | showing the community as well right not |
3868s | something that's super cool another |
3870s | thing you know obviously we're building |
3872s | a massively multiplayer game and a lot |
3875s | of our encounter design a lot of the PVP |
3878s | scenarios that players are going to be |
3879s | subjected to those are very dense |
3883s | populations and when you're building out |
3886s | this concept of these ability systems |
3889s | how much of that massively multiplayer |
3892s | component gets taken into account when |
3894s | creating ideating so to speak these |
3897s | mechanics that are provided by |
3898s | engineering but also the class kits as a |
3900s | holistic view you know what abilities |
3902s | we're actually authoring do you take |
3904s | into that account or is this you know |
3906s | something that's really more focused |
3908s | around solo gameplay group gameplay or |
3910s | massive gameplay oh we've got to think |
3912s | about all of it right you know know from |
3914s | the ground up and in that phase I was |
3916s | talking about earlier like the ideation |
3918s | phase when we're brainstorming these |
3920s | abilities we always always have to think |
3922s | about how does this scale up right a lot |
3925s | of games have the luxury of not having |
3926s | to do that you know they can design any |
3930s | number of abilities without without even |
3932s | having to necessarily consider the |
3934s | performance implications it would have |
3935s | in a networking environment there's a |
3938s | lot of additional things as designers |
3941s | and engineers and artists that we've got |
3944s | to think about every time so it kind of |
3946s | blows up the scale of you know it gives |
3948s | you it kind of it can be a little bit |
3949s | mind paralysis sometimes when you think |
3952s | but you know we have we we get through |
3953s | it yeah and we've gotten pretty good at |
3955s | it from a performance is authoring kind |
3957s | of these as visual effects how useful |
3959s | has the the migration of an unreal five |
3962s | been with the use of Niagara in its |
3964s | system oh it's key it's very critical so |
3967s | every single effect that we author we |
3969s | have to author for different scenarios |
3970s | how far away it might be even my coal |
3972s | stuff how close it's going to be we're |
3973s | all also going to call stuff right |
3975s | there's no point in having something |
3976s | that just blocks your entire view yeah |
3978s | so all this will happen like in real |
3980s | time dynamically so we can scale down |
3982s | particle systems based on how many |
3984s | players are active or how your |
3986s | performance might be changing or |
3988s | anything really maybe it's a |
3989s | Thanksgiving day and we want to have |
3991s | less effects we can do that but super |
3993s | robust with the amount of control we |
3996s | have over every aspect of visual effects |
3998s | right and we'll be needing to do all of |
4000s | that to set all these things up because |
4002s | we don't want to have a situation where |
4004s | hey our game is really great until we |
4006s | got into the open world PVP now stock so |
4008s | we're not going to make this the effect |
4010s | should be there but it shouldn't be |
4012s | definitely right it's complementing |
4014s | absolutely the mechanics and the |
4015s | gameplay 100 Keenan obviously on the |
4019s | engineering side the gameplay |
4020s | engineering side you of course have to |
4022s | field these requests for different types |
4023s | of mechanics that need to be authored |
4024s | but when you think about performance |
4028s | related considerations for the ability |
4031s | systems stats to kind of quickly update |
4033s | all of the stuff interacting with the |
4035s | network how has that been for you from a |
4037s | challenging point |
4039s | yeah with the scalability requirement |
4042s | cranked to 10 it pretty much makes every |
4044s | aspect of combat like three times harder |
4046s | than it would otherwise be yeah but |
4049s | ultimately I think we've got a handle on |
4051s | it and uh we've been very intentional |
4054s | with our with our data and with our |
4056s | systems so that we can modulate how |
4059s | quickly they receive and send updates |
4061s | based on who cares the most yes and so |
4064s | that's going to help us with scalability |
4065s | a lot yeah that's something that I I |
4067s | think a lot of players kind of are we're |
4069s | noticing in Alpha One Last year was just |
4072s | the sheer density that was achieved |
4075s | during some of the castle Siege fights |
4077s | that we had where there were 300 plus |
4078s | players in a in a particular area not |
4081s | many people I think in today's age have |
4083s | experienced that and experienced in a |
4085s | way that was performant right and that |
4087s | was something that I think is wholly |
4090s | unique to this project and what we're |
4091s | trying to achieve and accomplish not |
4093s | just from the combat's perspective and |
4095s | these class kits that we're creating but |
4096s | how they harmonize with many players in |
4098s | the particular area |
4100s | so you guys have been doing an awesome |
4101s | job on that well thank you guys for |
4104s | joining us and talking a little bit |
4105s | about what it takes to make this magic |
4107s | come to life uh I think I speak on |
4110s | behalf of the community you guys are |
4111s | doing an awesome job and not just you of |
4113s | course the teams that work in |
4114s | association with you and that you're a |
4115s | part of we're really appreciative of |
4117s | that |
4120s | [Music] |
4125s | well welcome over to our conversation a |
4127s | little bit about |
4128s | Gathering and crafting and earlier this |
4130s | year of course we showed |
4132s | um some of the recent work that's been |
4134s | done towards uh Gathering particularly |
4136s | around trees and the bushes and Mining |
4140s | but I'm joined today by some of the |
4143s | developers who worked on those things so |
4145s | a little introduction Hal yeah I am Hal |
4148s | Anderson and I'm an environment artist |
4150s | so that means I work on things like |
4152s | rocks trees kind of anything you just |
4154s | see in there everything that makes the |
4156s | world beautiful |
4158s | we also have Alex uh hello I'm Alex |
4161s | godoli I'm a senior gameplay engineer |
4163s | I'm a generalist I wear many hats I work |
4167s | with animation environment many |
4169s | departments all the things they say |
4171s | exactly we have Corey hi I'm Corey rice |
4174s | I'm a technical designer and I usually |
4176s | focus on artisanship I do a little work |
4179s | with AI and also our design tools yeah |
4181s | and a lot of economy stuff too as well |
4182s | yeah yeah so obviously a lot of people |
4185s | saw the Gathering demonstrate that we |
4188s | showed where currently like harvesting |
4191s | trees and stuff we just talked about |
4192s | what goes into kind of inspiring you |
4195s | guys around you know the experiences |
4199s | you've had in other MMOs or other games |
4201s | where you're out and you're Gathering |
4202s | things and crafting what are some of the |
4205s | favorite experiences you guys have had |
4207s | for me personally |
4215s | illegal plants you find around in Elder |
4218s | schools online yes they're so good oh my |
4221s | gosh there's so many of them too I love |
4224s | just kind of scouring you know the |
4225s | environment kind of thing that you can |
4227s | find I think they have such good design |
4228s | too you can all those like visually |
4230s | really spot them but all of them I'm |
4232s | gonna go over there |
4234s | yeah what about you all uh for me |
4236s | probably realism yeah uh specifically |
4239s | our cage I spent a lot of time scouring |
4243s | all the lands to find all the illegal |
4245s | Farms all of that but like any trees but |
4249s | the fun part of it is like after a while |
4251s | you go outside and be like oh I know |
4253s | what that tree is oh no what that tree |
4255s | is a little bit of learning yeah exactly |
4256s | yeah it's like oh this is a Nest and |
4258s | Tree I know that I do like that too |
4260s | where there's a hint of realism kind of |
4262s | in what you're experiencing in the game |
4263s | and how you can associate that with the |
4265s | real world what about you Corey yeah |
4266s | totally I I really like the exploration |
4268s | part of it searching around for things |
4270s | and like Kyle mentioned there being like |
4273s | things that catch your eye Ai and |
4274s | oftentimes you're like oh there's some |
4276s | gold and then you find yourself at the |
4277s | bottom of the dungeon and you're like oh |
4279s | God what am I doing here maybe meet some |
4281s | friends and wait a minute that's not a |
4283s | friend exactly this guy's trying to take |
4285s | my gold and then we fight and yeah just |
4288s | get you into all sorts of different |
4289s | adventurous situations such an important |
4291s | part obviously of MMO design right it |
4294s | brings kind of the environment that |
4296s | you're in the world that you're in and |
4297s | it makes it a bit tactile it makes it |
4299s | something that you can leverage to |
4302s | further Advance your character your |
4304s | position the wealth that you might have |
4305s | and you know one of the things that I |
4308s | think was really interesting about our |
4310s | approach on these gatherables out in the |
4313s | real world was even simulating a bit |
4315s | more of that realism not just from the |
4317s | type of thing you're Gathering but how |
4319s | that thing interacts with you in the |
4321s | world and one of the things that sticks |
4322s | out is the design of these trees falling |
4325s | and the physics associated with them and |
4326s | I know we talked a little bit about |
4327s | during the demonstration but you know |
4329s | talk a little bit about what it took to |
4331s | get there from a tech tech feasibility |
4333s | perspective oh it's a lot of work I mean |
4336s | it's a lot of cross Department mental |
4339s | work right |
4340s | um for example like we have to work |
4343s | figure out how we want to assimilate the |
4345s | physics what kind of collisions we want |
4347s | to have to have on trees |
4349s | um |
4350s | as well as making sure that they |
4353s | simulate similarly on every client as |
4355s | well so that it doesn't feel off-putting |
4357s | for one player to see it falling to the |
4359s | left rather play Falling to the right |
4361s | like oh my God this tree just hit me in |
4363s | it hit that guy exactly yeah so but yeah |
4366s | no physics is as I was saying before is |
4368s | it's a wild beast to tame uh it's it's |
4371s | just a lot of tweaks you have to have a |
4374s | lot of patience uh figuring out all the |
4376s | constraints you know all the volumes |
4379s | um it's just it's just hard work and |
4381s | even from a performance perspective |
4383s | right we have thousands of foliage |
4386s | actors that might live within a |
4388s | particular area that's very small maybe |
4389s | one and a half by one and a half |
4391s | kilometers out right yeah exactly and |
4393s | you want to make sure it's a prayer |
4395s | request so as you're chopping down so |
4398s | it's not always you know there otherwise |
4400s | you know alkaline FPS probably going to |
4402s | be pretty bad right so we do a neat |
4405s | trick when you are coming up to the tree |
4407s | we swapped it to skeletal mesh and then |
4410s | you cut it down and then it starts |
4412s | starts to Bow we start simulating |
4414s | physics and as it falls down we kind of |
4417s | like freeze it up at the end and it |
4419s | slowly like dissipates right inhale tell |
4422s | me a little bit about what it takes to |
4424s | actually bring one of those assets with |
4427s | joints in a skeletal rig so that the |
4429s | impact on the tree can show the physics |
4432s | and the branches moving what did that |
4433s | take from an environment perspective oh |
4435s | yeah absolutely so I think the |
4438s | um definitely got a lot of help from |
4440s | animation you know how many animators on |
4442s | our team kind of getting that set up but |
4444s | I think the from an environment |
4446s | perspective kind of most challenging |
4447s | thing was kind of setting up the |
4449s | skeletal rigs so they can all kind of |
4451s | communicate efficiently and kind of |
4453s | finding a nice balance between |
4455s | um so like you know one branch doesn't |
4457s | have all the weight you know it's able |
4458s | to kind of fall and be in a fluid yeah |
4461s | um and you have to make different states |
4463s | as well right because it's not just |
4465s | about being able to gather this |
4467s | particular uh thing in the world but |
4470s | also at what stage is that thing is it |
4472s | an adolescent is it a young tree what |
4474s | type of harvest can I get from it if I |
4477s | were to let's say gather it earlier in |
4479s | its lifespan right that has some design |
4480s | principle associated with those yeah |
4482s | definitely like we wanted it to look |
4484s | good when it falls down but we also |
4486s | wanted the environment to look really |
4487s | good during different seasons and |
4489s | different stages of life of the the |
4490s | thing that you're harvesting so not only |
4493s | did they have to do that work one time |
4495s | making a tree look good but we wanted it |
4497s | to work on all the variants and we |
4498s | wanted to work when it's a small little |
4499s | sapling or a mature tree so |
4502s | um yeah just figuring all that out and |
4504s | all the different different permutations |
4505s | of it was interesting it's interesting |
4508s | and also not only that but when you |
4510s | think about kind of showcasing those |
4513s | different stages of life for a |
4515s | particular asset that obviously creates |
4517s | an additional amount of work on the |
4518s | asset side right to create those |
4522s | particular stages of that meshes |
4524s | lifespan right yes yeah it does |
4528s | [Music] |
4530s | in a forest like |
4532s | one thing that was really important for |
4533s | the environment team was kind of showing |
4535s | not just one kind of Monolithic tree but |
4538s | having different kind of varieties so |
4539s | you can see that it is like a living |
4540s | Forest it like grows and like has |
4542s | different stages of life and um it |
4545s | definitely is a lot of work |
4547s | because they're not just making the tree |
4549s | at the adult stage you're making it at |
4551s | the sapling you're making it at the |
4552s | evidence and then talk to me a little |
4554s | bit about kind of how we achieve that |
4556s | scaling between these different stages I |
4559s | think the the first thing we wanted to |
4561s | achieve is to make sure that environment |
4563s | artists can place them at the you know |
4566s | painted stage so that it sets up the |
4569s | general environment and then creating |
4571s | multiple states that it iterates over uh |
4574s | efficiently once you can chop down like |
4576s | adult stage and go for example to empty |
4579s | it has to make sure it replicates to |
4581s | every other player and then it |
4583s | transition into a sapling stage into |
4585s | young stage and all the data needs to |
4587s | make sure propagates to every client |
4589s | that sees it and make sure that also the |
4592s | bandwidth is not too large because we |
4595s | want to you know we don't want to work |
4597s | traffic exactly yeah exactly but I want |
4600s | you to run through the forest and like |
4601s | 400 megabytes oh my God exactly Corey uh |
4606s | obviously you know design has some |
4608s | significant intents when it comes to the |
4611s | variety of the types of gatherables you |
4613s | have access to and as many of our |
4616s | players know |
4617s | um the the professions that relate to |
4619s | these particular gatherables and what |
4621s | you can do with them are also expansive |
4623s | how do you guys on design go about kind |
4626s | of architecting what that pyramid so to |
4629s | speak of gatherables are within the |
4631s | world it is the base of the economy |
4634s | right so all the processing professions |
4636s | and crafting professions kind of start |
4638s | with what's gathered from the world so |
4640s | we start why like |
4642s | determining what needs to get to be the |
4644s | need to be fulfilled so players need |
4646s | armor and consumables and weapons and so |
4649s | each one of those things sort of like |
4650s | fits in their Lane and we need to Define |
4653s | what things should exist in the world so |
4654s | that we can make those right so that was |
4657s | kind of the first step yeah absolutely |
4659s | now obviously it's it's interesting to |
4662s | see when you go up to a particular Rock |
4665s | and you and you mine it and there's |
4667s | obviously you know some amount of time |
4668s | that it takes to to gather that |
4670s | particular resource what types of |
4674s | profession related progression can |
4677s | influence that time that's spent but |
4680s | also and we've talked a little bit about |
4682s | this in the past there's an element of |
4685s | prospecting that occurs yeah um talk to |
4687s | me a little bit about that and how it |
4689s | interacts with the system yeah so we |
4691s | definitely want progression right like |
4693s | the more time you spend Mining and the |
4694s | more effort you put into understanding |
4697s | how mining Works in ashes along with |
4699s | other Gathering professions we want you |
4700s | to get better at it and there's |
4702s | different ways right you can get gear |
4704s | you can progress to the profession and |
4706s | like you said get get faster and maybe |
4708s | find better stuff and one of the ways to |
4710s | be able to find better stuff is through |
4712s | surveying and surveying is a way of kind |
4714s | of scanning the area narrowing down what |
4716s | you're looking for you know maybe |
4717s | there's one recipe for a golden sword |
4720s | that you're trying to fill for your |
4721s | friend and he wants it to be of a of a |
4724s | certain level and certain power and so |
4726s | you need you need this specific gold |
4728s | door so you know you're you're not |
4730s | looking around for any gold do you want |
4731s | the specific gold so we want to give |
4732s | players the tools to be able to kind of |
4735s | find what they're looking for and |
4737s | that'll be another thing that they can |
4738s | get better at and work with others to |
4740s | increase their productivity absolutely |
4742s | and with having such an expansive list |
4744s | of gatherables that are available how |
4747s | walk us through a little bit of what |
4748s | that pipeline looks like I mean what |
4750s | does it take to actually make a specific |
4752s | type of tree or a specific plant how |
4754s | does that process begin |
4756s | um tell us a little bit about that I |
4758s | think kind of first step in any type of |
4760s | kind of asset creation like that would |
4762s | be kind of gathering like a reference |
4764s | board kind of finding out what sort of |
4766s | like real life things we want to draw so |
4768s | to make sure that stays kind of grounded |
4769s | and then also kind of deciding sort of |
4772s | what kind of like a voodoo we want to |
4773s | elicit you know like is it going to be a |
4775s | spooky tree is it going to be more like |
4778s | oh like is it gonna be magical you know |
4780s | if you feel like oh and kind of |
4782s | establishing that so we kind of know |
4783s | what to go go into the process exactly |
4787s | yeah yeah get that like that mood right |
4790s | and yeah after that is kind of |
4793s | established we would go into a program |
4795s | called Speech read normally |
4797s | um which kind of allows us artists to |
4798s | set up kind of these like almost little |
4800s | logic systems you know like ah we want |
4803s | trees with like branches that are |
4804s | approximately the size you know and kind |
4806s | of randomize that so it has that kind of |
4808s | organic element that just you know kind |
4810s | of the human brain can't quite can't |
4813s | quite do as well but yeah so after we |
4815s | have that and we have all our Geo done |
4817s | we would then important to unveil where |
4819s | we would set up all of our like wind |
4821s | data and all of our seasonal technology |
4823s | yeah yeah and there's a lot that goes |
4825s | into that right because when we talked |
4827s | about this in an earlier segment about |
4829s | seasons and how that impacts kind of all |
4831s | the assets that are within the world |
4832s | because they all have to not just have |
4834s | stages of growth when they've been |
4836s | gathered but they also need to reflect |
4839s | the season as well so that tree might |
4841s | lose leaves right or that plant might |
4844s | not even be available within a |
4845s | particular season and that's something |
4847s | that ties into on the engineering side |
4850s | which is something you have to take into |
4852s | account on the spawners |
4854s | um right and how you're kind of bringing |
4855s | that up how does that work well um we |
4858s | just need to hook we basically hook into |
4860s | the seasonal Tech and we query our |
4863s | service to figure out okay is this the |
4865s | winter is the spring this is you know |
4867s | summer and when the tree transitions to |
4870s | state to another we check okay oh is |
4873s | this supposed to happen during winter is |
4875s | this supposed to happen during spring |
4876s | what kind of yield it's supposed to |
4878s | maybe give right and that manager not |
4880s | doesn't just take into account |
4881s | necessarily all that information as well |
4884s | but it also takes into account another |
4885s | system that we've talked a little bit |
4887s | about which is Land Management and that |
4889s | can also affect kind of spawn rate |
4892s | frequency density within a particular |
4895s | area length and longevity of time to |
4897s | promote to different stages tell me a |
4899s | little bit about your expectations for |
4901s | Land Management as it affects things |
4903s | like Gathering and crafting as a whole |
4905s | yeah my my expectations are that it |
4907s | creates cool entry points for Content |
4910s | um you know players have different |
4913s | expectations of the things that they |
4914s | want to achieve for themselves and they |
4916s | they extend that out to groups like |
4918s | their guilds or their node and whatever |
4919s | right so you know you might not want to |
4922s | chalk down every single tree outside of |
4923s | your node because you like using those |
4925s | trees for harvesting the fruit right and |
4927s | if another group of players wants to cut |
4930s | them down because they want wood before |
4931s | a seed tray like those are those are |
4934s | conflicts that players will need to work |
4935s | out and and interact with each other to |
4937s | solve right and then we can hook up into |
4939s | content that we create ourselves not |
4941s | necessarily player to player where you |
4943s | know maybe you cut down all the trees |
4945s | and you piss off a tree and it's a |
4946s | predicate right exactly so that's why we |
4950s | think that Land Management is so |
4951s | interesting because it gives us a way to |
4953s | to hook into all these different content |
4954s | points and and do cool stuff and so much |
4957s | in the world of Vera is built around |
4959s | this idea of players commit an action |
4962s | and the action has a response from the |
4964s | system or from other players potentially |
4966s | right and as we're talking about how |
4969s | Land Management is just another value |
4971s | that can represent some predicate system |
4973s | in that event or in allowing a policy |
4977s | perhaps you're a more industrious node |
4979s | if you constantly keep the Land |
4980s | Management at a low value right all of |
4982s | those things are just giving the tools |
4984s | that we get to implement around either |
4986s | from a narrative perspective or from a |
4988s | systemic one yeah and that I think |
4991s | creates a very Dynamic atmosphere that |
4993s | not a lot of players are accustomed to |
4995s | in the games that we play which offer |
4997s | things like Gathering you know typically |
4999s | it's a very kind of binary system I do a |
5002s | thing I get a thing but here I do a |
5004s | thing and there's a whole host of stuff |
5006s | that can happen as a response exactly |
5008s | yeah the the non-binary part of it is is |
5011s | is very important because it's not |
5013s | always this action equals bad right it |
5016s | is a whole slew of options of of things |
5019s | that can happen so even if you know you |
5021s | think that cutting down all the trees is |
5023s | going to piss off the tree end there |
5025s | might be a whole slew of positive things |
5027s | that happen you know after you defeat |
5029s | the Triad or when the Triant spawns and |
5032s | becomes someone that you can interact |
5034s | with in the world so it's not always |
5036s | black and white whether an action is |
5038s | good or bad which I think is very |
5039s | interesting it is very interesting and |
5041s | for example that Trend many years ago I |
5044s | think Circa 2018 |
5046s | we showed a big Trent model that Keith |
5051s | worked on you remember that guy yeah I |
5054s | don't know maybe we'll see him but |
5055s | people chop down a little too many trees |
5057s | that might be interesting yeah so |
5060s | obviously you're all MMO Gamers we've |
5061s | been talking with a lot of MMO Gamers |
5062s | here at the studio of us are MMO Gamers |
5065s | what are what is the profession you're |
5067s | looking most forward to |
5069s | oh |
5071s | yeah |
5073s | what type of thing do you like to do |
5075s | from a crafting Artisan perspective |
5078s | oh I think my personal favorite would be |
5081s | kind of anything in line with like the |
5084s | like harvesting Gathering potions oh |
5087s | Alchemist okay yeah I feel like getting |
5090s | the perfect ingredients to make some |
5092s | type of potion that's going to come in |
5094s | handy during some engagement yep that's |
5096s | awesome I also love Alchemy by the way |
5099s | don't tell anybody that no |
5103s | um what about you Alex for me probably |
5105s | would be whichever corn is the market |
5109s | opportunists there you go so whatever is |
5112s | most worthwhile exactly because |
5114s | especially with our note system a lot of |
5116s | notes gonna need a lot of materials to |
5117s | resources I'm gonna have to uh yeah it's |
5120s | just you know and that makes that |
5122s | actually brings up a really good point |
5123s | because |
5125s | um the way that the environment is |
5128s | constructed a lot of these gatherables |
5131s | and Ergo the craftable components of |
5135s | those gatherables are determined by |
5137s | location and so you're not just creating |
5141s | one giant economy you're also creating |
5143s | local economies as well which relate to |
5146s | the transition of those goods across the |
5148s | world which could make it more |
5149s | opportunistic with some danger or risk |
5151s | involved yeah that's super interesting I |
5153s | like the two I'm kind of there too |
5155s | what about your court for me I like it'd |
5158s | be really hard to choose just one I love |
5159s | fishing I'll try fishing in every game |
5161s | now matter what I really like crafting |
5165s | of equipment whether that's like armor |
5166s | or weapons there's something special to |
5168s | me about like outfitting yourself or |
5170s | another person for like an adventure |
5172s | that they're going on you have that |
5174s | interaction of like what do you need |
5175s | yeah I can make that for you there's an |
5177s | initial investment and you know they |
5179s | they take that thing with them and they |
5180s | may trade it and sell it and that item |
5182s | specifically has a story right it's not |
5184s | the same as consumables where you're |
5185s | like |
5187s | you can use it like 100 of them a day so |
5189s | and then engineering is really |
5191s | interesting to me I like little gadgets |
5193s | those usually end up being the things |
5195s | that like break some of the rules and |
5196s | you get to do special funny things so |
5198s | engineering is always like very very |
5201s | interesting and interesting you know |
5203s | it's um it actually uh brings up |
5206s | something else that I was just thinking |
5208s | about which is essentially that you're |
5211s | working on something with engineering uh |
5214s | regarding kind of a gameplay layer |
5216s | around crafting itself right |
5219s | talk to me a little bit about what that |
5221s | is so yeah we're uh we're trying to put |
5223s | together kind of a more haptic or rooted |
5226s | in the world I guess the right word is |
5228s | like diegetic experience for for making |
5231s | weapons you know oftentimes in other |
5233s | games or other MMOs I've played there's |
5236s | a lot on the front end of like you get |
5239s | stuff and you you have the stuff and |
5242s | then you push a button and the item |
5243s | comes out execution's just a button yeah |
5245s | and all of the there is like skill and |
5248s | and |
5249s | um some gameplay to that portion right |
5251s | and I think that that will also be great |
5253s | in ashes where you know I have to |
5255s | acquire all the things and there's risk |
5256s | and there's trade but I also think that |
5258s | it's interesting to have skill involved |
5261s | in the actual crafting so what we're |
5263s | trying to put together is a a way to |
5266s | make weapons where it feels like you're |
5268s | actually making the thing right and how |
5270s | you do in in making the weapon results |
5273s | in what the stats of the weapon are |
5275s | going to be very cool so uh that that's |
5277s | what we're working on and that's |
5279s | something that I think think players are |
5280s | going to have an opportunity next year |
5281s | to kind of take a look at and we're |
5283s | going to have an opportunity to collect |
5285s | good feedback from you around whether or |
5287s | not you like that element of gameplay |
5289s | layer associated with the crafting |
5292s | professions right I think that's going |
5294s | to be super cool well guys I want to |
5297s | thank you for having this conversation |
5298s | with me and our audience of course |
5300s | they're very grateful for your |
5301s | contributions to making ashes of |
5303s | creation a reality and you guys are |
5305s | doing a phenomenal job so thank you so |
5307s | well done we are going to be moving on |
5309s | next to a little video that showcases |
5312s | this last year with our studio and the |
5316s | project |
5321s | you know building games is difficult |
5323s | that being said we built an amazing team |
5326s | at Intrepid and it feels very much like |
5328s | a family so getting up each day and and |
5333s | going to into the office and working |
5335s | with you know the colleagues at Intrepid |
5338s | is a delight |
5340s | [Music] |
5349s | foreign |
5355s | [Music] |
5368s | the team has been hard at work you've |
5370s | seen the progress of Ashes of creation |
5372s | over the last you know four or five |
5373s | years and you've seen where we've come |
5376s | from in that time to our Alpha One |
5378s | presentation and you can see how things |
5380s | develop |
5382s | super excited with that with the |
5385s | Character Creator and I have very rarely |
5387s | ever encountered a character creator |
5389s | even at this state uh that is as capable |
5393s | uh as what our team has been able to |
5395s | develop |
5396s | [Music] |
5397s | every day that passes and I'm watching |
5401s | the tech continue to get refined and the |
5404s | environments continue to get these |
5406s | passes and I'm just talking to the team |
5408s | and like so good |
5410s | [Music] |
5413s | the new world map |
5416s | in all its 1200 square kilometer Glory |
5421s | [Music] |
5433s | I love what the new Skybox is doing and |
5436s | I mean it's just visually great |
5440s | [Music] |
5445s | I am so happy to see the excitement from |
5449s | the mmor RPG community at large like |
5452s | that looks skin crazy good |
5456s | that is just oh my God like whenever |
5459s | people are talking about how they want |
5461s | Fantasy games this is what they're |
5463s | thinking |
5465s | what it grows into a horse I didn't know |
5468s | that |
5469s | this game looks amazing |
5477s | ashes of creation it will be the most |
5479s | ambitious fantasy MMORPG ever attempted |
5483s | no no it was good |
5486s | grab your sofa |
5489s | foreign |
5490s | [Music] |
5509s | [Music] |
5514s | [Music] |
5526s | foreign |
5532s | thank you everyone so much for joining |
5535s | us that's going to be a wrap for us for |
5536s | our December live stream update we hope |
5538s | that you enjoyed it and loved getting to |
5540s | know our developer that was so much fun |
5542s | chatting with everyone they're so sweet |
5544s | everyone's amazing and you can just see |
5546s | the vibe is just so everyone's just |
5548s | passionate and loves what they do and |
5550s | that's kind of like the best time yeah |
5552s | it's just a great team absolutely of |
5555s | course if you have feedback for us head |
5556s | on over to our forumsforums at |
5558s | ashesofcreation.com we love hearing from |
5560s | you guys we interact with you always |
5562s | we're sending reports to our developers |
5564s | so they can continue to make sure that |
5565s | we're on the same page as we move |
5567s | forward in creating the world of Vera |
5569s | and those reports are super important I |
5571s | mean really they are the community team |
5573s | does such a great job of picking out all |
5575s | the tidbits of information from the |
5577s | players on the forums on Twitter on |
5579s | Reddit everywhere read everything and |
5580s | they compile it in a huge report and |
5583s | there's an hour that we kind of sit down |
5585s | with the developments of particular |
5586s | features and or systems and kind of hear |
5589s | from the community team and all the |
5591s | thoughts that you you guys give about |
5593s | these particular subjects so it's very |
5595s | important make sure you guys go and give |
5596s | commentary on stuff and most often the |
5598s | thing is |
5600s | [Music] |
5603s | you know that we're all on the same page |
5605s | so thank you so much for joining us and |
5607s | of course you can follow us in all |
5608s | places at ashes of creation we are |
5610s | constantly posting and giving you guys |
5611s | updates on the daily basis and |
5613s | interacting with you and we love all |
5615s | your fan arts so please keep sending |
5616s | that to us so good absolutely and 2022 |
5620s | isn't just |
5622s | I was gonna say like it's really cool to |
5624s | just looked back at what we accomplished |
5626s | this year in 2022 as a team the growth |
5629s | of the studio has been huge but it's not |
5630s | done yet now we're still going we're |
5632s | going strong into 2023 so keep that in |
5634s | mind you guys check out our career page |
5636s | and uh come join our family and direct |
5639s | others people out there your favorite |
5641s | developers share that stuff you've |
5643s | you've seen make sure to go out on |
5645s | Twitter and share the the careers |
5646s | opportunities that that entrepid because |
5648s | 2030 is going to be a huge year oh my |
5649s | gosh yeah I've done a big thing for |
5652s | Steven to put together a whole like |
5653s | spreadsheet |
5655s | so we've got a lot to come it looks |
5658s | super good and guys you haven't seen |
5660s | anything yet 2023 is going to be an |
5663s | unbelievable year for the studio for the |
5665s | project we have so much to show you I |
5667s | know Margaret is just chomping at the |
5669s | bits to get in there |
5671s | stuff and share with you guys and you |
5674s | know honestly I just want to comment on |
5675s | the fact that this development that we |
5678s | have this Rapport that we've built with |
5680s | you guys as a community and the safety |
5683s | we feel in Sharing works and progress |
5685s | with you sharing the development along |
5687s | its lifespan of development with each of |
5690s | you out there is very important and near |
5691s | and dear to our hearts so keep tuning in |
5694s | in 2023 keep commenting give us your |
5697s | feedback give us your thoughts give us |
5698s | the experiences that you guys have had |
5700s | in the past because it makes the |
5702s | potential for ashes of creation to be |
5703s | such that much more of a great game when |
5706s | you guys are participating in and that's |
5708s | why we do these things that's why we |
5709s | invite you in we show you what we're |
5712s | working on on a monthly basis because we |
5714s | want you guys to give us your feedback |
5716s | and so we cannot thank you all enough |
5718s | for being a part of that in 2022 and |
5721s | 2023 is going to be an awesome year and |
5723s | we will see you in January next month |
5726s | bye guys |
5741s | thank you |