9 months ago - RuneScape - Direct link

Transcript (by Youtube)


0s the teams across RuneScape have put so
2s much love and energy into this skill we
4s can't wait for you guys to start playing
6s it
9s we have had huge amounts of disciplines
12s working on it primarily across the
14s runescaping content developers designers
16s QA concept artists character artists
19s environment artists animators game
21s engine developers tools developers
24s actively working on it for the last year
27s living and breathing necromancy
30s so as far as environment is concerned
32s our ambition for the project is
33s generally to create something that felt
35s a bit different to everything else we
36s wanted to create something that feels
38s unique something with its own identity
40s this is the first time where we've
42s really gone to town with visual effects
44s and you can see that across all of
45s necromance
47s with this project we've managed to
48s integrate a bunch of new technological
50s features that were previously
52s unavailable to us really set the art
54s apart from other projects we've done we
56s could really push the boat out and go to
58s town with some really really cool visual
60s effects for key locations of that yeah
63s also yeah
64s okay anything also a new cutting system
69s yeah don't skip it yeah
74s talking about armors and weapons we
78s wanted them to feel uh slick with sharp
82s edges to reflect the overall necromancy
86s energy that contrast and Duality between
88s light and darkness while lanterns are
92s some kind of catalysts or the Underwood
95s energy therefore they are shaped Around
97s The Hourglass shape arm guards are more
100s like a conduits for necrotic energy it's
104s an energy coming directly from Erebus
106s armed cars are more like a safeguards
109s for the player to harness the energy in
112s the best way possible protect them from
114s anything too dangerous right yeah
116s exactly exactly
118s normally when we get concepts for a boss
120s character like that you've got multiple
122s different options you explore lots of
124s different things but there's usually a
125s clear winner this was completely
126s different because all the way through
127s people like I love that bit on on the
129s first one that bit on the second one and
131s it yeah he ended up being this like
133s amalgamation of all these different
135s designs there are so many symbols and so
139s many references hidden in his design
143s and we want players to discover of them
153s I love looking at the concept art that
156s our talented concept artists create this
158s is such a great start for me I can start
161s sketching Out musical ideas perhaps
162s create some environmental sound effects
165s to a complete a picture and this gives
167s me a really strong Foundation to then
169s build further ideas upon when we first
172s learn about the organ which is located
174s in the first Necromancer Citadel I
177s instantly thought we have to record a
179s live organ for the first necromancer's
181s piece of music it will be mad not an
184s organ is Big it's powerful just like the
186s first Necromancer is we could have used
188s a sampled instrument library to feature
190s in the soundtrack but we really wanted
192s to take it a step further to really
194s capture the energy and the performance
196s of the player to really capture the
198s space that the organ was in and this
200s would really make for a great soundtrack
202s and just to really heighten
204s the listening experience for our players
206s myself and the audio team we went out we
209s recorded This Magnificent instrument and
212s it was such a privilege to record and
214s work with David PayPal organ player he
217s really threw himself into the project
219s into the music I feel so grateful to
221s have had the opportunity to record the
223s organ and all this we'll just make the
225s soundtrack that much better for the
228s players and for the listening experience
230s QA has been hugely important for
232s necromancy because it's such a large
235s project the skill of it is beyond
237s anything we've done before previously I
239s work with the developers the artists the
241s animators to ensure Whatever Gets made
243s is working as it should helping players
246s and content creators in also means that
248s we have Fair expertise we can see what's
250s work and what's not what do the players
252s want what do they not like how can we
255s tweak the things they don't like into
256s something that they do like then that
258s gives us a better idea of what we should
260s change to make the skill better overall
263s not only myself but all the other
264s creators here have had unprecedented
267s opportunity here to provide a ton of
269s feedback with the skill you guys are
270s clearly super interested in everything
272s that we have to say because there were
273s so many developers in the room walking
275s around asking for feedback there are
277s opportunities to talk to developers on
279s the project
280s literally like that it's just constant
283s like discussions and conversations
285s between developers and players and
287s having that communication has been like
289s key to this trip I think it's going to
291s be super interesting seeing all of the
293s work that we've done actually actually
294s go out super exciting for a players to
296s get their hands on it and experience
298s what is coming necromancy is a really
301s big and ambitious project there's been
303s so much hard work and passion that has
305s gone into this project from all of the
307s Departments the end result is something
308s everybody's really proud of