over 1 year
ago -
RuneScape
-
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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 |