Dauntless

Dauntless Dev Tracker




17 Jun

Comment

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...

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Comment

Originally posted by The_Level_Lord

Got any beans?

So many

Comment

Originally posted by Maxenin

Will there be more lore based transmogs? I miss things that make me look like a farslayer or another faction something more grounded. The new mogs are cool like the VFX are neat but its a bit too alien for my taste

100%

Our narrative designer is always inputing on armour designs and they reflect a lot of the current lore that's happening behind the scenes. Stay tuned!

Comment

Originally posted by ItsDeeFlakey

Will you be revisiting the environment for shock escalation at any point?

Not at the moment, but we know it is the most simple compared to the other Escas we launched.

Each one got better and better as we went along!

Comment

Originally posted by Cavyspider

  1. When are we gonna get another cutscene like the one of old ramsgate and usca?

  2. With the drask getting its dire version, will some parts like the backfin reworked or will it stay the same?

Hey Cavyspider, I can answer #2. The back has been reworked as well as the head and tail. We made him one spiky boi!

Comment

Originally posted by IntrospectiveTrash

I had mentioned this in the last AMA and they said they submitted this but there's still a bug with the Searing Dawn helmet transmog that causes the entire thing to have a completely flat lighting map that isn't influenced by shadows, making for a really buggy and unfinished look against all the other properly lit items. Any update on that?

I wasn't aware of the bug. I'll take a look at it right after this. Thank you for letting us know :)

Comment

Originally posted by Cavyspider

  1. When are we gonna get another cutscene like the one of old ramsgate and usca?

  2. With the drask getting its dire version, will some parts like the backfin reworked or will it stay the same?

  1. We would love to do another one in the future when we have the bandwidth. We're experimenting with some other story telling options right now. We're currently working on a 3 part lore blog with illustrations that leads up to Thunderdeep.

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.

Comment

Originally posted by StormerGaming

what is the program that’s used for it all? kek

and what is the usual process of designing behemoths?

Hey Stormer, we mostly just use Photoshop for concept art. For 3d art, there are several programs involved like Maya and Zbrush.

I've worked on two behemoths so far; Thunderdeep and and our next firey behemoth. The process usually goes like this:
1: ref gathering and research. lots of chats with gameplay engineers and animators
2: very rough sketches
3: a lineup of 3 to 5 designs, show the team, spark more discussions

I would say past that point it becomes really organic. For instance, we might be in a behemoth meeting and someone could say "it would be cool if thunderdeep drask was really spiky" and then I might spend some time noodling around with that idea.

Comment

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.

Comment

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.

Comment

Originally posted by GENM_ACT

I really like Dauntless' illustrations. The media on the official website doesn't have all the illustrations. Is it possible for you to include all of the official releases? I would especially like to use the ones with the logo as wallpaper for my smartphone or computer.

That's a good reminder! I'll bug the marketing team to see if we can add more to our gallery :D

Comment

Originally posted by youdontknowwhoiam39

What was the weirdest concept art of a behe ever done?(For example, a elephant zombie snake thing)

Some of the most bizarre but awesome ones Ive seen were in Urska's early concept phase, done by Jasper Sandner: https://www.artstation.com/artwork/48eQ0L

I would love to do some more wild and crazy ones in the future!

Comment

Originally posted by Ro_cro

Will we ever get dyes for wepons . Idk if this is art question but i am quries.

Ya, I do sometimes wish we had that but we currently don't have any plans to support dye systems for weapons.

Comment

Originally posted by GENM_ACT

Character creation in Dauntless is relatively simple. Body type is dependent on your armor, and the only hairstyles added are a few that have been released in the Platinum Store and Hunt Pass. Are there any plans to have several body types to choose from, or to add some hairstyles, etc. in an update?

There is definitely a desire to have more body types in our game, but at this point, that would mean going back and adjusting every armour set. It would be a huge lift from our team.

BUT we learned a lot from Dauntless and whatever projects we work on next will grow from those lessons.

Comment

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 wo...

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Comment

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!

Comment

Originally posted by Chipiman1

Are there any 3D modeling files for the weapon transmogs? I would love to create life size replicas of certain weapons with 3D printing.

I'm sorry, we do have Maya&Zbrush files for all the assets in the game including the weapons, but I don't think we are legally allowed to give them away. :)

Comment

Originally posted by Rappull

I’ve been playing since the Hidden Blades HP and all I ever do is make sure my Slayer looks fabulous when he’s going on about his slaying adventures.

But the thing is, many armors my Slayer is rocking just needs/deserves/screams for a fourth dye region (Hellion’s white elbow patch, for example). Some even have a fixed color (same example), indicating it may be possible to make these the said fourth region.

Yes, I know it’s a big thing to implement, yes I know there’s more to do content-wise than something as cosmetic as this.

But when we talk about art, we also try to broaden the horizon, try to make the next design better than the previous. 3 colors are a big strain and restriction, which most of the time don’t really come off really well if players are trying to mix and match things to their own taste. In turn, players need to take in consideration some parts that have a fixed color to match well with the changeable colors.

What I’m saying and a...

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Adding channels is a pretty big feat. We'd have to go back to every single piece of armour in the game. At this time, we feel that prioritizing other things will add more value to the game.

That being said, nothing is ever truly off the table.

Comment

Originally posted by anonistakenistaken

to the behemoth and gear concepters (jasper and kyrin): i love you people :D i want to be a concept artist when i grow up too. i really wonder how it is to work with a group. i am always alone on my room. i dont actually have something to ask i just want you guys to know i exist so i will type a random question: how do you choose your color palette? random or specific?

Hello! Working with a group is awesome. One of my favourite parts of my job is to sync up with different departments and chat about movesets and abilities. The bouncing around of ideas is really fun. I'm sorry to hear about your situation; I'm sure covid doesn't help much. As for tips, there are a lot of things I learned that helped me on my art journey. I'm just going to list a bunch here as they come to mind!
1 - work from general to specific. This is something I still have a hard time doing but I always try and improve. Big to small (if you are drawing a dragon, dont start with the scales around the eyes, start with the whole large form of the dragon and do the scales last, for example)

2 - find your dream studio. Look at the portfolios of the artists who work there. Use that as a target for your own art. I still do that, and will probably always do that. It's a good way to keep track of your personal progress.

3 - do studies. Learn anatomy, perspective,...

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