4 months
ago -
Elvenar Official
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Transcript (by Youtube)
0s | My name is Ohana. I'm a UI artist in Elvenar and I've been working on Elvenar for about four years. |
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11s | I joined back in 2020 right in the middle of the pandemic to work on events, so my main |
20s | responsibilities were basically to take care of the user interface for our events, so creating |
25s | all the assets that are needed and making sure that they get implemented in the game |
30s | in the way that we envisioned. But after a while, I of course started working on other |
36s | things like other features, also touching some things like Spire and Tournaments, |
44s | touching a little bit on every part of the game and that always feels pretty great because |
49s | it also helps me like learn more about how the game works, but also I always |
55s | like to look into what the pain points of the game are and I try to solve those pain |
62s | points a little bit. So my day-to-day depends a lot on what kind of thing I'm working on. So if |
67s | I'm working on a new feature basically I have to do a lot of research and figure out what are |
72s | other games doing, for example, or what exactly we want to achieve, and my favorite part of that is |
78s | basically collaborating with our devs and our game designers. Usually they come up with the |
83s | features and then I just work to make sure that that can be translated into something that you, |
90s | the player, can interact with and that is basically my favorite thing about working |
97s | on Elvenar. One of the cool things about working on Elvenar as an artist, or as a UI artist, is that |
102s | not only do I work on the interface itself, so creating buttons and panels and figuring out |
110s | where things will be placed on the screen, but also I get to work on stuff like portraits, like so I |
116s | I get to do a lot of illustrations and painting, and so it's kind of always interesting. It's |
122s | always different - it's not just pixel pushing. I also get to do a lot of drawing on my daily |
129s | work which is pretty great. A really rewarding thing about working in Elvenar is actually |
135s | the team. We're a very very close Team, we collaborate a lot and it's always a joy. |
143s | Even when we're stressed trying to solve problems everyone is really incredibly nice and |
149s | it's really a joy too to work with those people. One thing that I find challenging sometimes when |
153s | working on Elvenar is that it's a 10-year-old game right? So sometimes we know we really want to do |
160s | something that I know you, our players, will love but we can't really figure out how to touch it |
167s | without breaking other parts of the game, so we have to work with uh a lot of restrictions |
172s | from time to time and we try to prioritize the right changes that will make the most impact |
178s | for our players. One of the most challenging features to work on on Elvenar so far for me |
183s | was to actually design the merge mechanic for our events, because we had to adapt an existing |
190s | game mechanic from other very famous games into something that works for Elvenar and that still |
195s | feels good to play and feels rewarding and not too time-consuming and we had a lot of |
202s | things to figure out, but working together with our game designers it was very very |
208s | rewarding as well, and it's still, I think, my favorite feature that I worked on on Elvenar. |