about 1 year
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EVE Online
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1s | it's time to go on a captivating journey |
---|---|
3s | into the artistic essence of Eve online |
6s | please welcome to the stage CCP Benson |
9s | and CCP blue |
29s | screen |
59s | try |
89s | TR |
95s | hi |
111s | it hello |
114s | FanFest |
117s | yo uh thank you for a great couple of |
119s | days so far thank you for a great pop |
121s | call yesterday anyone from Team 13 here |
125s | Team 13 yes |
129s | nice |
130s | okay I am cgp blue screen and I'm cgp |
134s | benon and uh yeah it's great to see you |
137s | all again back at |
139s | FanFest |
144s | um as you are hopefully aware we are |
148s | here representing team Tria the art and |
151s | Graphics team of uh EV on line and uh |
154s | building a better universe is what we do |
157s | uh so 20 years ago this is how it all |
177s | started and it was beautiful back then |
181s | and uh it really |
183s | was and all the years since we've been |
186s | hard at work keeping the Aesthetics |
188s | fresh and Cutting Edge as ever many and |
193s | uh many steps has been Tak toward |
197s | that um so I've been here for about 15 |
201s | years I |
202s | remember making two of these assets back |
205s | in the day authoring effects on Gates |
208s | there was a premium client and a basic |
209s | client don't remember if you remember |
211s | that I don't know if you remember that |
213s | that was uh now it's just called high |
214s | and low settings |
217s | um and then in 2007 Along Came Trinity |
222s | with a huge Graphics |
225s | update one of the many |
228s | Milestones uh later came the V3 |
239s | overhaul |
241s | and uh that soon move on to |
243s | V5 where we introduced the PPR based |
247s | shaders uh updated textures and this |
250s | included many major polish to textures |
252s | and yeah Shad updates we quickly Mo on |
255s | to V5 plus |
257s | plus where we reintroduced the fourth |
259s | material that we lost in the initial PBR |
261s | conversion and we also added the |
263s | adjustable dirt maps that we have |
266s | today and then just recently we gave e |
269s | Eve another all around polish with what |
271s | we called the uh Delete the gray |
276s | initiative uh and so with these and |
279s | countless other updates Shader |
280s | developments and model texture updates |
283s | and effects updates Tech |
286s | editions uh and with the ongoing ship |
289s | redesign initiative we continue like |
292s | with the rifter |
293s | here getting its new recent update here |
297s | and refined design so from 20 years ago |
300s | until today looks something like |
311s | this screen got |
315s | bigger and but we're never done as much |
317s | work as we put into adding and |
319s | supporting new features with Graphics uh |
321s | we spend probably the same amount of |
323s | time uh keeping everything fresh |
325s | updating and maintaining like existing |
327s | content and so this year |
330s | we for instance updated all of the 68 uh |
335s | Empire frigs gave them a major effects |
338s | love pass um so many features new |
341s | features and lights have been developed |
342s | since they were last touched |
346s | so yeah they all got |
349s | a pass and you know we're not done with |
353s | these but this is yeah |
355s | amazing and also this is tied to the new |
358s | to the warp state many of these lights |
361s | making things more Dynamic here the |
362s | lights turns red for the uh warping |
367s | animation and also other effects as it |
369s | added just like when it comes out of |
371s | warp here you see that little gas cloud |
374s | from the |
377s | back uh but yeah we didn't stop with the |
379s | frigs also the Marauders received a |
382s | comprehensive effects update updating |
384s | the Bastion modules along with just the |
386s | general effect pass so all in all we try |
389s | and we feel we do pretty well at uh at |
393s | updating these things |
395s | but it is of course hard to please all |
399s | of the pilots all of the |
402s | time uh current graphic effects are kind |
405s | of weak that's |
409s | rough so yeah this is something our lead |
412s | effects artist CP M uh found roaming the |
416s | uh Eve subreddits he was not impressed |
422s | obviously so uh out did the torpedo |
427s | effect so M had to do something about it |
429s | so our effects Department went straight |
431s | ahead and went to work on the missile |
433s | impact |
434s | effects uh the missiles will now explode |
438s | outwards uh in opposite direction of |
440s | impact Vector which looks and feels |
442s | right asides from the thermal |
444s | ones uh just had to be a sphere because |
447s | it just looks great and it also really |
449s | differentiat from the other |
451s | ones and also for the first time now the |
453s | missile impacts will be contributing |
455s | lighting to their surrounding |
457s | environments this really ties it |
460s | together you see it here on the gate on |
463s | the on the right side |
465s | here so that's |
468s | awesome uh and here going from what they |
470s | looked like |
475s | before game pay relability of the impact |
478s | should now be immediate like through the |
480s | shape language and visual visuals so |
483s | it's super important that you can tell |
485s | the damage type of whether you're being |
486s | hit with Kinetic explosive |
488s | electromagnetic or thermal thermal |
494s | missiles um so yeah that is just |
496s | important when we introduce new gamep |
497s | play you know that that that the players |
499s | can tell what they actually do so now |
501s | they look like what they |
503s | are um so a bit of subreddit CCP please |
507s | does actually work from time to time |
509s | yeah |
511s | and So speaking about visual language |
512s | you all got a new way of expressing |
514s | yourself in space this |
517s | year with the skinner and the new |
519s | structure skins so for for art there |
522s | wasn't a lot of actual content work on |
524s | the structures themselves um many of us |
528s | the upw structures that we have um |
530s | included in this were ready for this |
532s | there was a lot of technical work so our |
533s | Graphics programmers were more busy |
535s | probably than us in this feature |
538s | here there was a lot of stuff to |
540s | integrate the space optic Factory and |
542s | make this work with that but for us it |
545s | was more about looking at pallets uh |
548s | material areas what material areas to |
550s | use and what |
551s | not |
553s | um and materials just like uh the |
558s | different types of materials color |
560s | Shades building a library for this |
568s | basically and then trying out different |
571s | uh combination and testing |
573s | setups how it all C comes out also |
576s | looking a bit forward |
579s | um here we're trying with the pattern |
582s | projections that are not available yet |
584s | but you know you never know maybe it'll |
586s | come but this is just a few uh basic |
588s | gradients used on the structures in |
591s | addition to the material |
595s | areas and uh but probably the biggest |
598s | update on the pure content side |
601s | connected to this was uh giving all the |
603s | maor Up structures like a lighting |
607s | update so we updated the lighting of all |
609s | these structures gu they really sorely |
612s | needed it added Point lights and |
613s | spotlights and hes and like new hologram |
618s | details and even added some new geometri |
621s | some of the structures with new paint |
628s | areas |
630s | uh this was partly done simply because |
631s | that we really needed to do this visual |
633s | update to the structures but also to |
635s | facilitate any future possible like |
637s | customization of the lights of |
639s | structures by getting this up to date we |
641s | are opening up for the possibility of a |
642s | future where lights is part of your |
644s | structures color |
647s | pallet and that is super |
653s | nice uh so your lights really should |
655s | match your structur color palette and |
657s | there was a lot of tech involved in |
658s | making this work |
660s | uh so again yeah lot of work and on our |
663s | Graphics programs for |
665s | this uh but quite often artist very |
668s | dependent on advances in the graphics |
670s | Tech so he just had a presentation with |
672s | engine engine and they of course let us |
674s | do a lot of stuff we do last year we |
676s | talked about the improved Lots on |
678s | measures and the improved lots and |
681s | textures and also Ling on sub sh objects |
684s | like turrets and more stuff like that uh |
687s | and this year more advanced uh more some |
689s | advances has been made uh some of them |
691s | you just saw if you were in the |
693s | presentation |
695s | before um but there were other things |
697s | like historically we've been packing all |
699s | of our eight in-game textures into three |
701s | compressed DDS files uh this means that |
704s | each texture often gets a single channel |
706s | to live in which does not help its |
708s | quality uh can impact it quite a bit but |
710s | that is no |
711s | more uh now we no longer pack our |
714s | textures but simply compress them into |
715s | eight individual DDS textures and this |
719s | gives us are some noticeable uh quality |
721s | improvements for sure and it also means |
723s | that we can go in and remove individual |
725s | textures and that makes more sense now |
727s | so um so that's actually also what we |
730s | did this |
732s | year no more static occlusion |
736s | Maps uh now this is something that we've |
738s | wanted to do for a long time uh and with |
740s | the modular hangers uh that we've been |
742s | rolling out uh and releasing this has |
744s | really become |
745s | evident um so ssao that we need some |
749s | Dynamic you know ambient |
753s | occlusion uh and you got this with s and |
756s | finally killed off the static occlusion |
760s | maps and also for like our more modular |
763s | approach of assembling scenes and |
766s | environments this is super |
771s | important and here's a few examples this |
773s | is from the abyss here you see on the |
775s | big rocks here they don't actually have |
777s | ambient occlusion M but with the ambient |
778s | occlusion comes |
780s | in probably more evid here you see this |
783s | Travian extraction note here um on the |
789s | Rock so this really subtle but it really |
793s | adds and ties the room ties the scene |
795s | together much more nicely uh but our |
797s | amazing friends in team engine were not |
799s | done here uh because we also went ahead |
801s | and updated the in-game Shadows what we |
804s | had before was basically one Shadow map |
807s | per object with the limitation of 16 |
810s | objects so 16 shallow maps and that's a |
813s | problem 16 shallow Casters in modular |
816s | AET scenes and will lead to like Shadows |
818s | popping in and |
820s | out so let's not do that anymore what we |
824s | are going to do instead is we are going |
825s | to partition the camera Frost into |
829s | multiple |
831s | frosta I asked our tech people for that |
834s | sentence I don't know what that |
837s | means and then we a shadow map for each |
841s | srom uh so that allows us to render an |
845s | unlimited amount of Shadows now uh so |
847s | that is awesome but uh it's still not |
852s | super nicely defined so we also looked a |
854s | bit on the quality of the shadows and |
856s | yeah they got a lot better as well super |
864s | nice uh so with unlimited crisp and |
867s | sharp Shadows coupled with the s this is |
870s | extremely important for us moving |
871s | forward with complex modular |
874s | environments and scene creation uh here |
876s | see the Shadows again before and after |
879s | oh my God nice very |
883s | nice uh and now also they render on all |
886s | settings the Shadows apart from disabled |
888s | of course but like with the filtering of |
890s | Shadows being adjusted to allow a |
892s | balance between quality and |
895s | performance we also talked a little bit |
897s | last year about the extension system uh |
901s | that we have been developing now known |
903s | as the layout system uh bringing with it |
906s | Hol extensions that can inherit space |
909s | object data like that is the faction |
911s | colors the logos lights and stuff and |
914s | all the |
915s | structures so they can inherit that or |
917s | reversely they can introduce new |
918s | factions and part another factions |
920s | within the same asset so that's a single |
922s | asset with many faction uh settings |
924s | that's new and that gives us many cool |
927s | options also so in this is |
931s | instancing where we optimize performance |
933s | while introducing large amounts of |
935s | geometry using the layout system and |
938s | finally within this Conta we also T |
939s | talked a bit about ship |
942s | extensions uh for this purpose we |
944s | Illustrated like adding plating and uh |
948s | wings and other exterior things to ships |
950s | like either simply to create like H |
952s | variations or maybe even to represent |
954s | like fitted modules and stuff like |
958s | that so that's a cool idea and we went |
961s | ahead and used that to |
963s | um use that this year some the ships B |
967s | go with |
968s | that there you go yeah let's |
972s | go let's |
977s | go so for these new destroyers we did an |
980s | update to the base t one hols to create |
984s | their new Navy |
986s | variations and on top of that we updated |
988s | the textures and we put the layout |
991s | system to |
994s | use those new destroyers are good |
996s | example of us starting to use this new |
999s | way of modifying our ships so here you |
1002s | can see the pieces that make up the |
1004s | modification to the |
1014s | thresher so textures being updated Parts |
1018s | added to change the silhouette and I'm |
1020s | topping it with a camo |
1029s | pattern the same approach we did with |
1031s | the |
1039s | Catalyst |
1042s | yeah nice |
1046s | nice same with the corser text |
1049s | part and for the first time Amar Navy |
1053s | camo |
1060s | pattern so be the thought behind these |
1063s | visuals is to like make the ships feel |
1067s | more fitting for its |
1074s | role and the last but not least the |
1077s | corant so obviously this is a fairly |
1080s | recent Hull and the base didn't need |
1083s | much |
1085s | updating but you |
1087s | know a little bit meaner so more |
1091s | plates a little bit more |
1098s | beffy we also did the Navy thread |
1102s | knots so here you see the |
1107s | knar the re re ation with whole changes |
1111s | and a new |
1115s | camel the moros yes getting much |
1122s | tougher and the Phoenix we had wanted to |
1125s | give the Phoenix an overhaul for some |
1126s | time so we used the opportunity and |
1129s | updated it completely |
1137s | uh |
1143s | so this collection of ships gives you an |
1145s | idea of where we're heading with |
1147s | modifications to our ships and tto |
1149s | variants in the |
1153s | future um since last FanFest we |
1157s | introduced the new Apple hangers and |
1159s | with those came the new capital |
1161s | hanger uh a good home for these new |
1164s | thread |
1167s | nuts |
1176s | yeah I think we need to restart the |
1177s | presentation I think |
1179s | so can we do a quick |
1197s | restart |
1219s | so all of the Apper structures received |
1221s | new hangers each stylized and themed for |
1224s | their respective function and mood that |
1227s | includes different visuals and audio |
1229s | environments for each distinct structure |
1232s | type that help reflect the state and |
1234s | life of the structure in |
1236s | space this hunger project was very large |
1240s | on our end a lot of new features and |
1242s | performance achievements came with it |
1244s | that benefit benefit us into future |
1257s | projects |
1287s | sh |
1296s | so trying to emphasize the difference in |
1299s | the |
1300s | interior to reflect the outside look and |
1303s | function of the |
1317s | station |
1347s | s |
1354s | so if you're not seeing this in game |
1357s | Fuel Up yeah so talking about that could |
1360s | we could we again drop the Jeter |
1362s | backdrop I think it turned on when we |
1363s | restart the |
1366s | presentation |
1377s | uh |
1381s | so audio indicators visual |
1384s | indicators for the structure |
1387s | States and if you're seeing these you |
1389s | should maybe start looking for another |
1391s | real |
1407s | estate |
1414s | so when we were looking at this hunger |
1416s | project we very much kept the empire |
1418s | hungers in mind we designed and |
1420s | concepted some ideas for each Empire |
1423s | some of those goals for us would be to |
1426s | achieve a visual progression for the |
1429s | player difference between regions and |
1432s | security status and |
1435s | customization so one of the key unlocks |
1438s | for us in producing these having a small |
1441s | art team is being able to build assets |
1443s | faster making prototypes and not over |
1446s | designing before trying things |
1448s | out so here's a prototype of calar |
1451s | hanger using the methods we learned from |
1453s | the Apper |
1467s | project |
1481s | nice yeah |
1483s | sweet uh so like you seen with the ships |
1485s | and with the hangers this is a holistic |
1488s | approach in improving our Pipeline and |
1490s | creating new assets and it also applies |
1493s | to |
1494s | structures um so how we're building like |
1498s | libraries for modular use uh for |
1501s | instance we can go back to the to the |
1503s | jeta station the new jeta station which |
1504s | was very much built in a modular |
1506s | approach so if you want to try and build |
1509s | a modular library for a structure |
1511s | library for kalali we could go back here |
1513s | and identify again modular pieces that |
1515s | we can then Harvest here throw |
1520s | out and then we can consolidate all the |
1523s | pieces into you know into actual small |
1526s | pieces finding building blocks and |
1527s | create a |
1529s | they going to use here's connection |
1532s | pieces you know and platforms small |
1535s | structures big |
1537s | structures you can then combine these |
1540s | again and use them to build |
1543s | infrastructure you around |
1545s | Gates around |
1548s | stations and uh and also the fleet ters |
1551s | that was introduced as part of the |
1553s | factional Warfare |
1557s | content |
1560s | uh this method gives us you know ways to |
1562s | build quickly and uh by using ready use |
1566s | like assets that fit together and so |
1568s | here we're using the Mina modu library |
1570s | to quickly Build A Min Mina scene this |
1573s | is for this is a war zone Plex for the |
1575s | minata war zone and the factional |
1585s | Warfare and here is example of the G the |
1588s | Plex uh again using a gend modular |
1591s | sets |
1597s | Amar and |
1599s | calar so it's super nice to have these |
1601s | sets like a lot of new assets available |
1604s | all of a sudden uh and also for the faal |
1606s | Warfare content we use these to create |
1608s | the |
1612s | battlefields and this module approach is |
1614s | really key for us like with a relatively |
1616s | small art team uh uh this gives us this |
1619s | makes us able to like build varied and |
1621s | complex |
1622s | environments um you know in a reasonable |
1624s | time and and iterative iterated |
1630s | pace and it's not just environments like |
1632s | these uh that where we can use these |
1634s | modular sets and where they're helpful |
1636s | uh also more complex and unique assets |
1639s | from the factional Warfare campaign is |
1641s | an example uh we can uh show the Stellar |
1644s | transmuters also here like modular setes |
1646s | came in extremely handy as we could |
1648s | construct these you know with a |
1649s | combination of tailor made geometry and |
1651s | and the modularity on |
1677s | top |
1681s | yeah those are cool and much the same |
1683s | way we would also construct the ship |
1684s | casters uh which is also mix of custom |
1687s | geometry and the Empire modular pieces |
1689s | on |
1693s | top so this way we've added quite a bit |
1695s | to our environment the last |
1704s | years you know new asteroids expanding |
1707s | our and structure Library modular sets |
1711s | uh better and more varied postprocess |
1713s | templates and environment effects so |
1717s | what's next what's the next step and |
1719s | like to really up our game and to take |
1720s | us into the third decade we wanted to |
1722s | take on something that's been high on |
1724s | our list for quite some |
1725s | time that is volumetric |
1728s | clouds so now we have clouds in Eve many |
1731s | clouds but historically they all been |
1733s | represented representing Cloud we've |
1735s | been representing the clouds and smoke |
1738s | uh as static images and particle systems |
1741s | uh the most OB obvious example being our |
1744s | nepus those represent clouds but they're |
1747s | static and 2D as it gets uh but |
1750s | obviously we have clouds and smoke that |
1752s | are more Dynamic and volumus |
1755s | um such as seene clouds fire smoke and |
1759s | many other effects uh but basically they |
1761s | just 2D images you know obviously not |
1764s | always static but using texture atlases |
1766s | and color ramps and particle systems |
1769s | camera facing particles and various Shad |
1771s | Tech you can manipulate the 2D images |
1774s | and mask them together and you can |
1776s | create something to mimic uh cloud and |
1779s | smoke like here on uh on one of our |
1783s | minat |
1788s | stations so that's basically what it is |
1791s | the images facing the camera and within |
1795s | that some Shad of tech happening |
1799s | and you know it's it's it's that's about |
1802s | how they work and it's definitely not |
1803s | all bad they are relatively easy to |
1805s | author and Implement and they definitely |
1806s | look good for specific |
1808s | purposes but it's not an actual volume |
1811s | it's just a lot of 2D planes and that |
1812s | illusion can easily break depending on |
1814s | the use case and also with particle |
1817s | systems like this if you really want to |
1818s | create like dense effects like if you |
1820s | wanted to try and hide this station here |
1823s | behind the clouds you will often end up |
1824s | using a lot of particles and that |
1826s | creates overdraw and that creates poor |
1829s | performance uh and also it doesn't |
1831s | always quite work anyways the illusion |
1833s | will break when you get up close and |
1834s | interact with the clouds like if you try |
1837s | and fly through the clouds there's a |
1839s | perceived density will shift every time |
1841s | you break through one of those 2D |
1844s | images so to continue to strive for |
1846s | striking and immersive environments we |
1848s | wanted to try and create an actual dense |
1850s | volumetric cloud and not for the first |
1852s | time either we actually used uh |
1855s | volumetric clouds in the an early |
1857s | version of them in in the |
1861s | abyss uh this this earlier version did |
1863s | not have the definition resolution and |
1865s | just general quality that we would want |
1867s | for for up close gameplay they didn't |
1869s | support Dynamic lighting and shadows and |
1872s | these clouds are generally just used |
1874s | around the dungeons so outside of the |
1876s | actual play Space so that's good for |
1878s | this purpose and like the abyss place |
1881s | play Space lend itself nicely to that |
1884s | because you're locked in a |
1886s | bubble uh but now we want to fly through |
1888s | them we want to hide structures inside |
1890s | them you know we want to re receive |
1893s | shadows and receive light and add to the |
1895s | scene Reflections so to create the |
1897s | actual 3D volumetric data we turn to |
1902s | empen uh a real-time fluid simulation |
1905s | software that lent itself nicely to this |
1907s | purpose here we can author the |
1909s | volumetric clouds in voxal using |
1912s | emitters forces and collision |
1914s | volumes uh and then render out the |
1917s | temperature and density and then within |
1919s | our own pipeline we can then convert |
1921s | this information into two 3D |
1924s | textures and now import that uh and |
1927s | start optimizing and authoring the cloud |
1929s | because it's not cheap Vol metric data |
1932s | but uh for example amongst many |
1935s | optimizations for performance you can |
1937s | cut down on the iterations which in |
1939s | turns then creates this under samping |
1941s | and aliasing effect you see here uh so |
1945s | to contract contact this we introduce |
1947s | noise |
1949s | and then you can blur the noise to |
1952s | further smooth out your cloud and |
1954s | effectively in the end cutting down the |
1956s | aerations up to 10 |
1957s | times uh and now we can also in our own |
1961s | pipeline Al things like Cloud color both |
1963s | with a color ramp and with an all flat |
1966s | color and we can add lighting to the |
1969s | cloud so both to light up the cloud |
1972s | itself but also uh for the light to |
1974s | light up its |
1976s | surroundings |
1980s | we can also author the clouds effects on |
1982s | the scene |
1984s | Reflections so on the right here you can |
1986s | see the scene reflection map as the |
1987s | reflection probe generates it in real |
1989s | time and you can see the proxy |
1991s | reflection of the cloud being rendered |
1992s | into |
1995s | that uh so with this and a bunch of |
1997s | other tweaks authoring options and |
2000s | performance |
2001s | optimizations we end up with our |
2003s | finished volumetric clouds in |
2006s | client |
2010s | yeah super nice super |
2018s | nice and uh we ended up authoring |
2022s | somewhere around 44 of these new o |
2025s | metric clouds that to initially use in |
2027s | the home front |
2028s | environments um yeah so let's uh take a |
2032s | look at that came out |
2034s | amazing and uh here's one of the Amar |
2037s | dungeons and you can see how you can |
2039s | actually just block out all stuff like |
2040s | this asteroid gets hidden in the cloud |
2045s | density uh the overall density is by the |
2047s | way something we can easily adjust in |
2049s | our own pipeline after the cloud has |
2051s | been authored in |
2053s | emogen and was also a bigger bit of work |
2055s | on our engine people to make sure that |
2057s | the clouds play nicely with everything |
2059s | from explosion effects and glass |
2061s | surfaces alphas and much much |
2064s | more but yeah in the end we were really |
2067s | happy with what we ended up with uh |
2069s | these lot clouds work really well to |
2071s | bind together our Dungeons and |
2073s | environments and assets and creating |
2075s | super immersive environment we we always |
2077s | strive for so yeah this is a good way to |
2081s | enter the third decade of Eve and uh we |
2084s | put together a short video here just to |
2086s | let's have a better look at these |
2088s | environments so let's check that |
2096s | out |
2197s | awesome wow so go blow some stuff up |
2199s | inside volumetric clouds |
2204s | nice so |
2208s | clouds with further use of our |
2210s | volumetric Cloud TCH we wanted to try |
2212s | and create a new environment centered |
2215s | around clouds key point points for this |
2217s | new environment were bright cloudy |
2220s | backdrops with a feeling of danger with |
2223s | contrasting ominous Jian |
2225s | structures kind of the opposite of our |
2228s | current abicial |
2231s | space we went into our archives and duck |
2233s | up some environment Explorations from |
2235s | the past some of those were based around |
2237s | exploration into Old Jo |
2244s | territory we had discussions on |
2247s | reinvasion in |
2248s | Jo went through old Concepts and |
2251s | new and figured out how we would make it |
2254s | fit into our vual goals of creating this |
2257s | bright hazardous |
2260s | environment because when you're dealing |
2262s | with Jo it's easy to slip into dark and |
2265s | Moody |
2268s | visuals so a bright disastrous |
2271s | environment napula was created that |
2273s | pushed us back onto Target getting us |
2275s | closer to the feeling of being in a |
2278s | disastrous |
2279s | Sandstorm here you can see the new |
2281s | nebula of |
2287s | sasak the scenery needed new assets we |
2291s | wanted to place ourselves in a certain |
2293s | age of Jo that age has its visuals based |
2297s | on oily Sleek metal and primitive shapes |
2301s | like the current dormant Jo |
2306s | Observatory |
2307s | we wanted players to discover this new |
2309s | region of sasak through a puzzle of |
2311s | finding new gates which would lead them |
2313s | closer to Jo here's an early exploration |
2317s | for those gates with a very organic and |
2319s | aggressive |
2322s | look another one more simplified and |
2326s | structural feeling more |
2329s | organized and the final one a blend of |
2333s | organized bent oily metal on top of a |
2336s | very organic interior hinting at a more |
2339s | sophisticated Joes with a shift figured |
2342s | out at least on the |
2346s | outside a lot of detail got crammed into |
2348s | this asset using our extension |
2353s | system letting us go a lot further in |
2356s | detail than previously possible with our |
2359s | old |
2364s | assets to emphasize the organic element |
2367s | and scientific feeling of Jo we created |
2370s | visual effects that display more Tangled |
2373s | mathematical |
2378s | forms so the first asset into this new |
2382s | region the gate a visual Target for Jo |
2386s | space |
2395s | assets |
2418s | in this new space we needed a central |
2421s | location for previous Jo |
2424s | habitants here are early explorations of |
2427s | such a structure following the same |
2428s | ideas as with the |
2431s | gate another idea for the |
2436s | structure and the final one an inactive |
2440s | Jo puzzle piece one of the largest known |
2443s | structures in the |
2450s | game same as with the gate we went way |
2453s | up in polygon count and detail for the |
2455s | model and its |
2485s | extensions |
2518s | so where are the Jo there are no signs |
2522s | of them in this new space other than |
2524s | their barely working and abundant |
2526s | structures which seem to have been |
2528s | kickstarted by a newly surfaced faction |
2531s | called the |
2534s | deathless the deathless is a new faction |
2536s | for us they're a hybrid faction mixed |
2540s | together with the calari and minmatar |
2544s | Empires their look is based on mixing |
2547s | the best functional parts of these two |
2549s | empires and fusing them together with |
2552s | their signature exoskeleton technology |
2555s | and a lot of |
2560s | tubing so the attached components |
2563s | together to get the best out of |
2566s | both with this new faction like we did |
2568s | with the Travian in early days we were |
2571s | imagining how the death flesh might look |
2573s | and feel if they would do a |
2575s | takeover |
2578s | because they are not only bound to |
2580s | kalari and minat Hardware here are some |
2583s | work in progress ideas that show |
2585s | modifications to the app ship |
2592s | platforms so a modified small ship |
2595s | platform Modified by the |
2599s | deathless and here you can see it hooked |
2602s | into deathless |
2605s | technology |
2607s | in the same way changes made to the |
2609s | medium shap |
2612s | platform and held in place by the |
2615s | deathless signature exoskeleton |
2618s | Tech this is a bit of a sneak peek for |
2621s | what deathless could |
2626s | become as deathless move on with their |
2629s | exploration of Jo they realize that more |
2632s | hands are needed on Deck so they send |
2634s | out an invite to a proper pirate party |
2637s | an invite is sent out to the cistas and |
2640s | the angel |
2643s | cartel to bring the angel cartel up to |
2646s | par with the cistas we Revisited the |
2649s | angel cartel Des sign |
2651s | language here are some of those |
2656s | ideas this is a new Angel cartel |
2659s | Destroyer design sleek and aggressive |
2661s | its iconic cockpit |
2664s | area and plenty of turret har |
2668s | here is the Angel cartel battle cruiser |
2670s | design same sleekness and aggressive |
2672s | pointy bits equi with a similar cockpit |
2695s | design |
2709s | and of course the one we couldn't let |
2712s | wait any |
2714s | longer we took a lot took a look at all |
2716s | the signs we had for this one then |
2718s | previous and the previously revealed |
2721s | Concepts so in the left corner with some |
2724s | iterations on it like you can see from |
2726s | left to right we try to get it into the |
2729s | new visuals of where we wanted the angel |
2731s | cartel to be giving it the same |
2734s | sleekness aggression and pointy |
2738s | bits we gave it the four states of its |
2744s | being gave it wings and |
2749s | thorns and its final beast-like |
2752s | form the angel cartel |
2755s | Titan |
2772s | yes so that's for us for now come and |
2776s | chat with us in the art |
2777s | corner where we'd like to get your |
2780s | feedback and say |
2784s | hi yeah we be there the rest of the |
2786s | today questions and everything like that |
2788s | please come to the out Corner feedback |
2790s | anything it's super useful for us and |
2792s | helpful and uh yeah and it's just nice |
2795s | to see you all so all come by there's |
2798s | room for all you yeah yeah that's |
2808s | right click it yeah |
2815s | oh |
2875s | for |
2971s | see you at the out corner thank |
2979s | you |