almost 6 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 |