if you had to add a seventh element of behemoth, what theme would you pick for it and why?
Gravy aether
if you had to add a seventh element of behemoth, what theme would you pick for it and why?
Gravy aether
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 likealso, 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...
Read moreGot any beans?
So many
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!
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!
When are we gonna get another cutscene like the one of old ramsgate and usca?
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!
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 :)
When are we gonna get another cutscene like the one of old ramsgate and usca?
With the drask getting its dire version, will some parts like the backfin reworked or will it stay the same?
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 likealso, 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.
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.
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.
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.
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
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!
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.
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.
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:
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...
Read moreWhy 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!
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. :)
Read moreI’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...
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.