Thanks for the feedback!
Thanks for the feedback!
Thank you for the kind words. The team really appreciates them :D
I kinda meant it as between two different behemoths. For instance (not intending to be spoiled here) since the new blaze behemoth is being made, is there any plan to keep one similarity in design between it and the other blaze behemoths beyond "uses fire"?
Ohhh, I see what you mean. Hm. Well, we would like to keep the VFX the same, and any firey bits would need to have the same colour as other blaze behemoths. Apart from that though, differences between behemoths within the same element might be pretty extreme. The only time we would try and keep things the same would be if the narrative encouraged it. For example, if the next blaze behemoth is a 5 headed torgodoro (it's not), then it would use the same armour plating design language.
lol
Ok give it a whirl in Heroic Escalation :)
Is there any pattern you try to keep between behemoth designs?
This is something I really like thinking about on the ones I've worked on so far. For instance, if there is a behemoth that has 5 scales on its head and I'm doing a variant of that behemoth, I would push and pull those scales into new forms to make it feel like that behemoth is of a different species but within the same genus. This helps keep the art style unified and makes everything just a little bit more connected. Is that kind of what you meant by your question?
Got any beans?
Hey Level Lord!
I currently have 3 or 4 cans of beans at home, but I will probably pick up some more after work if they are on sale.
Thanks for your question,
-Julio
1) How long does it usually take to design a legendary/keystone behemoth before implementing it into the game?
2) What behemoth was your favorite to design, make, and then put in the game?
Hey Pokestar, for thunderdeep drask it took me about 4-5 days for the concept phase. Maybe twice as long for our next behemoth because it requires more design work (like figuring out certain anatomy and how that affects rigging and animation and vfx, for example)
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!
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 :)
Why was Chronovore made so visually simplistic? Pretty much just a body and a tail and no other parts really stand out, no unique effects to indicate different states/attacks or anything. Just feels like kind of a waste when radiant I feel has the most interesting visual potential for auroras and bioluminescence and stuff.
I'm surprised!
We feel that Chronovore is one of the more unique creatures we've designed. The combination of jellyfish and mataray is very strange and unlike any other in our opinion.
I guess it's just a matter of opinion.
Let us know what you'd like to see next!
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
thanks for the answer, i love it! you brought joy to me :D i am sorry for talking specifically to 2 people, that was disrespectful to the rest.
i will definitely send you my work for the feedback! i am in love with your work on artstation :)
my dream studio is currently Pheonix Labs. i like the artists there and i want to contribute to the game but a goal that big, could fail that big. so i need to have side dreams i think.
Hey no worries, not disrespectful! Just caught me offguard haha. Definitely having long term goals and short term goals are important. I always wanted to be a concept artist, but it's a competitive field, so I worked my way up by working as a 3D artist first and improving my portfolio in my spare time. So maybe you can try something that you feel is more achievable first and set concept art as a 5 year plan kind of thing!
Icons of behemoths got updated, what about the old art work of the behemoths ? Like in the journal and mastery screen.
There's no plans at this time!
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?
There may be more down the line!
We want to flesh out what we have some more before adding more options.
if you had to add a seventh element of behemoth, what theme would you pick for it and why?
Gravy aether