almost 3 years ago - /u/CreatureTech-PHX - Direct link

Hey everyone,

Let's talk about ART!

We'll be here between 2PM PT to 3PM PT to answer as many questions as we can about the art process behind Dauntless.

Everything's on the table from animation, concepts, visual effects, illustration, modeling, you name it!

Important!

Please keep it to one to two concise questions per comment. This makes it much easier for our developers to answer them one by one.

Update:

That's a wrap! We're going back to work. Thank you all for your thoughtful questions. Until next time!

External link →
almost 3 years ago - /u/CreatureTech-PHX - Direct link

Hey everyone,

Let's talk about ART!

We'll be here between 2PM PT to 3PM PT to answer as many questions as we can about the art process behind Dauntless.

Everything's on the table from animation, concepts, visual effects, illustration, modeling, you name it!

Important!

Please keep it to one to two concise questions per comment. This makes it much easier for our developers to answer them one by one.

Update:

That's a wrap! We're going back to work. Thank you all for your thoughtful questions. Until next time!

External link →
almost 3 years ago - /u/eddie_minguez - Direct link

Originally posted by WIIU_Awesome

Why escalation environments are more aesthetically pleasing than hunting grounds?

I love all the escalations but I have hard time loving any hunting ground island. The new one paradox is cool with the temple thought but still lacking in that feeling escalation can provide. Escalations gives you new environment, new arenas new props each time you move a ladder and terra/ice escalation environment especially are so amazing

Hi! I think that that is because Escalation environments are a linear experience which we can guide in a more concise way as you go through each arena, while the hunting grounds are a far more open loop where we have to account for traversal across the whole island and the experience needs to be more open and dynamic.

That being said, we want to do a lot more things like you saw with the temple on Paradox Breaks, as an Environments team our goal is to really lean on the concept of environmental storytelling and open up the ability for create environments that you have the agency to change (like when you can now make the pillar sink in the temple). We 100% want to do more of that!

almost 3 years ago - /u/KirkieG - Direct link

Originally posted by Draxg0n

  • How do you find your ideas for behemoths, equipments and map designs ?

  • How do you manage your artistic team ?

Always the same on behemoths, others on equipments, or they work together to do one thing ? Or each one takes what he pleases ?

Hi there, thanks for your question!At Phoenix, we are a highly collaborative group & so we generally follow this process:

  1. Understand gameplay goals for a season
  2. When we understand these goals, our game designers & artists work together to come up with some ideas for themes, behemoth ideas, & map ideas.
  3. We'll then gather research for inspiration & then start concept art for behemoths, armors & Islands.
  4. Through concept and reference, we refine our ideas with feedback from our entire team.
  5. We get a final concept, than move into 3D.It's an awesome process that is a lot of fun! We have different artists on behemoths, weapons, & enviros, but we all work together to create some inspring and cohesive experiences for our players!

For managing our art team, we have art leads for each one of our disciplines. They are all amazing, talented artists & we work together across the teams & with production to create the work. We all work together mainly through clear communication. We have different artists on behemoths, weapons, & enviros, but we all work together to create the player experience.

We have a lot of fun working together & we are glad you enjoy the game & the exciting new work to come!tnx again for the question, have a great day!

almost 3 years ago - /u/eddie_minguez - Direct link

Originally posted by topbao93

not sure if it's entirely related to this but, what are your thoughts on the upcoming UE5? have you considered switching for that (idk how much work would that be) once it comes out?

We love so many of the features that have become available with UE5 and we are definitely looking at it.

almost 3 years ago - /u/KirkieG - Direct link

Originally posted by ItsDeeFlakey

Have fan concepts of behemoths and armour ever inspired you when creating new behemoths and cosmetics?

hi there!
Although we love seeing fan concepts of behemoths and armor and we do find them inspiring, we generally always start from the gameplay needs & goals & then we brainstorm and create from that goal.
Have a great day! tnx for the question.

almost 3 years ago - /u/PorkChopExpress2021 - Direct link

Originally posted by Falminar

im not sure if this counts as an art question, but i've noticed the chronovore's icon uses a render while every other behemoth's is drawn. since iirc the original icon artist doesn't work at phxl anymore. are there plans to redo it in an illustrated style like the others, or are all behemoth icons going to be renders for the foreseeable future? actually wait i think it is drawn? just the style is a lot different and way closer to what the ingame model looks like

also, what inspired y'all to make the chronovore a sea critter mishmash? were there any other concepts for it floating around before deciding on that?

Great catch! You nailed it calling out that the artist who made the previous icons is not working with us anymore. We are currently discussing solving making the Chronovore icon feel consistent with the rest.

almost 3 years ago - /u/Penguicorn-PHX - Direct link

Originally posted by Falminar

im not sure if this counts as an art question, but i've noticed the chronovore's icon uses a render while every other behemoth's is drawn. since iirc the original icon artist doesn't work at phxl anymore. are there plans to redo it in an illustrated style like the others, or are all behemoth icons going to be renders for the foreseeable future? actually wait i think it is drawn? just the style is a lot different and way closer to what the ingame model looks like

also, what inspired y'all to make the chronovore a sea critter mishmash? were there any other concepts for it floating around before deciding on that?

I can answer the question about making the Chronovore a sea creature.

https://youtu.be/JIAglcnnp-o?t=78

We wanted the Chronovore to feel other worldly and a bit alien. Also we had a lot of great concepts of ribbon dragons and jellyfish and we wanted to lean into the idea of a creature that swims through time. There is so much inspiring life and weird animals that live deep in the ocean that feels so different than what humans are used to seeing. As an animator I wanted to explore the shape shifting side of ocean life to create something unique.

I actually can't remember the any of the concepts that came before doing an ocean type creature. We landed on that really quickly.

almost 3 years ago - /u/eddie_minguez - Direct link

Originally posted by Dauntless-stye

will you guys ever tease future armor cosmetics/set concepts like you did in that trailer a while back where it shows concepts of the time weaver set, last passes ultra, and the elder set?

Also, will there be escalation environment-themed hg ever? like the umbral esca's beautiful environment being expanded on with a hg

For the environment question, uh, that's an awesome idea!! Love where your mind is going with that :D
The way we want to move forward with environments is to tell more impactful stories with them and using the elements found in escalation is definitely something we take into consideration when designing new islands.

Actually, the temple in paradox breaks was inspired and thought of as a contrast to the temple elements found in umbral escalation :D

almost 3 years ago - /u/eddie_minguez - Direct link

Originally posted by ItsDeeFlakey

They're all amazing, I've always wondered what shock esca would've looked like if it was created as a later escalation. You guys just constantly get better and better at creating the environments.

Thank you so much for that! Makes my day :)

almost 3 years ago - /u/KirkieG - Direct link

Originally posted by SabVal

2 Questions:

Will there be more cosmetics like the crown and the lantern trail? Im thinking of maybe some sort of particle effect on behemoth hit or some sort of particle effect and animation when you kill a behemoth.

second, will there be an option to dye weapons at some point?

hi Sabval, Yes, we have more crowns coming with heroic escalations and we will have more lantern trails in the future...As far as particles for behemoths, we are always looking to improve our behemoth experience, so it something we could look at the future.

Currently, we dont have plans to use dyes on weapons tnx for the questions!