over 1 year ago - Ashes of Creation - Direct link

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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
over 1 year ago - /u/IntrepidStudios - Direct link

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📷 #ICYMI Check out our December Development Update! youtu.be/DF1d1pb6cME

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