about 5 years ago - Hunt: Showdown - Direct link

Transcript (by Youtube)


4s some dark creature almost like a shadow
7s creature mysterious that hunts you in
13s the spider was freakish mega run with
15s built-in rule surveys but I think this
16s one is a bit more of a disturbing
18s otherworldly creature gameplay wise he's
22s a little bit more complex in there a bit
24s more pushed than the spider or the
27s Bertrille
27s he'll dictate the fight so he'll come to
30s you and you have to be prepared for when
31s he does
37s [Music]
41s my take was just to make him as real as
45s possible the references were obviously
49s insect mummies and emaciated humans and
53s mud like a lot of mud actually yeah I
57s have big folder with just people covered
59s in mud I will take the concept and I
64s work up a white box model so we can lock
66s down the field of the character as we go
69s through the process we sort of merge the
72s idea of what the model should look like
73s with what games design would like it to
75s be this is the actual model in game with
80s the textures so these spirals here where
83s the bugs running up him there's these
86s lanes here where bugs are running down
87s his arms he's very much of a
90s effects-heavy character so Victor did
92s the particles did a good job there he
94s can able disappear and reappear into a
96s puddle of insects which is quite cool
98s this is the weak spot of the character
101s which is the chest area so the idea was
104s to make sure that we drive the fires
106s attention towards this weak spot
109s so making more bloody in areas I can add
113s more into it make it more glossy and
116s more disgusting you have to look at some
119s pretty horrific reference I think the
122s beginning as a little bit shocking but
123s after being in development for couple
125s years and I'm kinda used to it never
129s from a gameplay point of view what makes
132s me the most interesting is he's very
135s very active he's fast like the spider
137s and he's as physical as a butcher
141s he'll kinda lure you up to a position
143s and then he'll just come and attack you
145s very quickly I have nowhere he can come
147s off the walls you can come out of the
149s floor he can divide himself up in the
152s way he's kind of hunting the buyer as
154s much as they are hunting him this boss
157s offers quite a different challenge his
159s movements completely different so you'll
161s see that he'll only appear when he makes
163s himself vulnerable so you can't just
165s running gun basically you still hurt him
167s but it's not the most valuable tactic as
169s it is with the other bosses we have some
172s cool tools in CryEngine where we can
175s generate nav meshes in these compounds
177s and then he will use this and
178s information about yourself to find you
182s this is the floor that he uses to find
185s paths so if we say hey moved in this
187s position over here he will try and use
190s this blue path and then on the walls if
192s the assassin wants to pick a point over
195s here he can come off this blue navmesh
197s got the green one and then find a path
199s all the way up here he has his behavior
202s free which dictates what he should do
204s and when he should do it that is quite a
206s difficult one because he also wants to
207s dictate the fight himself so he'll move
210s around the compound try and move around
211s you try and get you from different
212s angles it's quite challenging like
214s technically but I think it turned out
217s quite well knowing that the community is
221s asking for a boss for so long I mean the
223s pressure was big and we felt it and we
225s it's not like we didn't want to make a
226s boss but priorities and we did I think a
231s good job at keeping the hands-on sanity
234s and try to add something that we didn't
236s have before now previous boss
239s [Music]
244s achieved with CryEngine