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Splitgate 2
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0s | hey guys I'm Ian PR I'm CEO and |
---|---|
2s | co-founder of 1047 games I'm also |
5s | creative director of splitgate and now |
7s | splitgate 2 and I'm Nicholas bamian |
8s | co-founder and CTO 1047 I do a lot of |
11s | the tech stuff a lot of the engineering |
13s | you know just make the game happen |
15s | basically I'm the guy who has the crazy |
17s | ideas and he's the guy who actually |
19s | makes them happen so we make a good team |
22s | [Music] |
25s | yeah so splitgate one actually started |
27s | off as an idea I had in high school um I |
29s | played portal 2 absolutely loved it fell |
32s | in love with that mechanic being the |
33s | kind of Halo Call of Duty kid that I was |
36s | I thought to myself man this game would |
37s | be even more fun if it had guns in it |
39s | went to Stamford studied computer |
41s | science and for my senior project I |
43s | wanted to kind of put this idea that I |
45s | had to the test and so I built a |
46s | prototype in Unreal Engine of a shooter |
49s | with portals very simple idea very basic |
52s | it had I think one gun one map very |
54s | janky controls at the time so I got |
56s | about seven of my friends who had gaming |
57s | PCs to come over and I asked them just |
60s | play for 45 minutes with me I got to |
62s | make sure this thing works we ended up |
63s | playing for about 5 hours straight that |
65s | day and that was really kind of that aha |
67s | moment for me of like I know I'm on to |
69s | something Nick and I had met in our dorm |
72s | room 10:47 we actually named the company |
74s | after the dorm where we started this at |
76s | Stanford but it was the following year |
78s | where I decided all right I got to |
80s | actually do this thing and convinced my |
82s | friend Nick um smartest person I've ever |
85s | met to go on this crazy journey and it |
87s | took me a little bit of convincing but |
89s | eventually got Nick to make this game |
91s | and see where it goes yeah and we were |
92s | thinking we'll just work on it for 6 |
94s | months we'll release the game and then |
96s | we'll move on with our lives and we were |
98s | just completely wrong with the scope of |
100s | making games at all as we were |
102s | developing there's new things we needed |
103s | to make we had to support multiplayer |
105s | matchmaking all this stuff just piled on |
107s | on top of v and then ended up being 5 |
109s | years until we release our final |
118s | product we spent two years between 2019 |
121s | and 2021 just constantly iterating and |
124s | trying to improve the game and I think |
126s | listening to the community is a big part |
127s | of the reason we were able to have that |
129s | breakthrough of success I think one of |
130s | the first things we learned was just the |
132s | importance of having a good matchmaking |
135s | experience and onboarding what we saw |
137s | was players would come in they'd |
139s | typically lose their first game and have |
142s | no clue what's going on and then they'd |
144s | quit and that was pretty interesting to |
146s | us cuz we knew okay we have this fun |
147s | game but how come people aren't sticking |
149s | around and then our cons launch we |
150s | learned that we didn't have the server |
152s | capacity to maintain and then just a ton |
154s | of you know features that we wanted to |
156s | do that we just didn't have time to do |
157s | cuz we didn't plan early on the scope of |
160s | the project and the scope of our company |
161s | kind of increased and we were trying to |
163s | retrofit graphics and trying to keep up |
165s | with the update Cadence we just kind of |
167s | looked at that and we're like yeah |
168s | there's no way we can do that with our |
170s | existing codebase our existing content |
172s | so we made kind of the difficult |
173s | decision of hey let's take a step back |
175s | let's build this the right way let's |
177s | refactor everything let's upgrade to |
179s | Unreal Engine 5 and let's really think |
181s | through this thoughtfully and get it |
184s | right so split 82 is really a successor |
188s | to splick gate one so when we started |
189s | off building it we started with what are |
191s | the things that make split Gates unique |
193s | and special and what are the things that |
195s | we want to improve on it's Gunplay its |
197s | portals it's movement and so with |
199s | splitgate 2 we're taking those three |
201s | things to the next level a big goal of |
203s | ours in splitgate to was we wanted to |
205s | have more meaningful variety with a |
207s | purpose one of the first things you'll |
208s | notice is there's three classes or |
210s | factions Each of which has different |
212s | weapons different attachments for those |
214s | weapons different perks different |
216s | equipments really leaning into that |
218s | meaningful variety and a purpose so that |
220s | you can play the way you want to play we |
222s | wanted 90% of what determines a gunfight |
226s | winner to be who has the better aim who |
228s | has the better movement who has the |
229s | better portal mechanics that extra 10% |
232s | is where the equipment and the abilities |
234s | come in but really that's the icing on |
235s | the cake SPL gate 2 still feels pretty |
238s | much like split gate one but with a few |
240s | added bonuses we still have the jetpack |
242s | feels very similar maybe a little |
244s | snappier than the first one movement |
246s | very similar Gunplay very similar but |
248s | one of the biggest things we've added in |
250s | splitgate 2 is our slide mechanic this |
252s | was something that we had a lot of |
254s | requests in splitgate one and ultimately |
256s | I think we ended up with a great slide |
257s | that really honestly highlights and and |
260s | adds to our portal mechanic being able |
262s | to slide through portals gain momentum |
265s | maintain momentum all the things that |
267s | you would want it just goes hand in hand |
270s | so power weapons are back and better |
272s | than ever we've now revealed The Big |
274s | Friendly bat and it is friendly very |
276s | very true to the first game and and we |
278s | know fans love the BFB we've also got |
280s | weapons like the rocket launcher but |
282s | trying to kind of take it to the next |
283s | level and so with the rocket this time |
285s | around it's a little bit different you |
287s | can zoom in with the rocket to fire one |
289s | Precision rocket with extra speed it has |
292s | less Splash radius you got to get a |
293s | direct impact to get a kill or you can |
296s | fire all three at the same time you'll |
298s | get the free kill you do have that off |
300s | though of losing all the ammo and so for |
302s | us it's about iterating on what we do |
304s | well bringing back fan favorites and |
306s | then also some new power weapons that do |
308s | function totally different than anything |
310s | we ever had in Sp |
312s | one again we wanted meaningful variety |
314s | with a purpose and so that extends not |
317s | just to the core gameplay but it extends |
319s | to our mode design as well that means |
321s | the type of modes we have each of which |
323s | is going to give you a very different |
325s | experience you might have Hot Zone you |
327s | might have TDM you'll have some fan |
329s | favorites from the first game you'll |
330s | have brand new things on a larger scale |
332s | than ever I'd say within each mode we |
335s | always start with design goals and so |
336s | with Hot Zone in particular one of our |
338s | big goals was more epic moments because |
341s | of that capturability of round based |
344s | first to two Hills it raises the stakes |
346s | of every single Hill cap you'll end up |
348s | with those neck and neck fights where a |
350s | power weapon or a head shot could be the |
352s | difference between winning and losing |
353s | the round comparing it to King of the |
355s | Hill where it's more of a continuous |
357s | thing for 10 minutes where one team is |
358s | just inching further and further way you |
360s | don't have those repeated epic moments |
363s | and this extends also to our overtime |
366s | rules one of the things we've introduced |
368s | in overtime is when it's round five and |
371s | teams are neck and neck it's 2 to2 we |
373s | flip the rules on its head and all of a |
375s | sudden respawns are disabled this kind |
377s | of leads to that epic ending you've got |
379s | two evenly matched teams going at it and |
382s | it all comes down to the final round |
384s | raising the stakes raising the |
386s | intensity winner one of our company |
389s | values is feedack back as a gift and we |
391s | apply this in many ways so part of it is |
393s | obviously internally we want to always |
395s | be pushing each other elevating each |
397s | other um but it also extends to how we |
400s | run this company and and how we view our |
402s | community which is we want feedback from |
404s | the fans that's how we're going to make |
405s | a great game we're making this game |
408s | ultimately for you without you there is |
410s | no game and so we want to hear from you |
412s | guys we want to know what do you want us |
414s | to keep doing what do you want us to |
416s | change what's not working what's fun |
419s | what feels good and what's missing and |
421s | so it's really as simple as that we view |
423s | everything we hear from you even if |
424s | you're bashing us like we take it as a |
426s | gift and we do something about it summer |
429s | Alpha of split G8 2 was really an |
431s | opportunity for us to listen to the fans |
432s | and get early feedback we were able to |
434s | get 100 plus thousand players into the |
437s | alpha get tons of feedback from all of |
439s | you and already we've made a lot of |
441s | great improvements yeah feedback is what |
443s | got us here I mean all the learnings |
444s | that we went through with split Gade all |
446s | the stuff that got us where we are today |
447s | is the community so we want to hear from |
449s | you you guys we want to make a game for |
451s | you guys and yeah that's what we're here |
454s | for changes we' made since the summer |
456s | alpha one of the main things was taking |
458s | away shared progression from Hot Zone |
460s | and we kind of knew going into it this |
462s | is going to be a potentially |
463s | controversial change I wanted to test |
465s | the controversial changes because those |
467s | are the things we especially need |
469s | feedback on now more than ever also made |
472s | a lot of changes to balancing we |
473s | increase time to kill we knew that the |
475s | spl8 one time to kill felt good but we |
477s | wanted to push the limits and see hey if |
479s | we change it up a little a little bit |
480s | how does it feel so we shortened it in |
481s | the alpha heard the feedback players |
483s | wanted it longer again so that's what we |
485s | did it virtually is exactly the same as |
487s | splick at one's time to kill now and we |
489s | also changed the way that factions |
490s | perform as well we saw that everyone |
493s | gravitated towards Aros everyone loved |
494s | Aros everyone thought Aros was op and so |
497s | we've made some changes to try to buff |
499s | the other factions and Nerf Aros a |
501s | little bit we heard feedback about |
503s | players wanting to be able to Sprint |
505s | while reloading which is something you |
506s | could do in the first game we've added |
508s | this and we've actually taken it a step |
510s | further to add the ability to slide |
512s | while reloading which feels so good a |
514s | lot of feedback about Maps lacking |
516s | portal walls and portal jumps in |
518s | particular so we've already done a lot |
521s | to address that we've added portal walls |
522s | to all of the alpha maps and with a |
525s | number of the maps going forward we've |
526s | added more portal jumps so I'd say the |
529s | biggest thing that these changes allow |
531s | for is just more freedom to have fun to |
533s | do what you want to do and so with |
535s | splick 82 we really wanted things to be |
537s | as responsive as possible |
541s | this started as a college dorm project |
543s | there's just a lot that we've learned |
545s | over the years of like how can we do |
547s | this better what did we do wrong whether |
550s | it's technically whether it's just |
552s | building things in a scalable way |
554s | whether it's making maps that are better |
556s | visuals that are better we just felt |
558s | like if we're going to keep iterating on |
560s | this thing that really started off as an |
562s | indie school project we're never going |
564s | to get to where we want to be this |
566s | really is a love letter to splic at one |
568s | and truly wouldn't be here without you |
570s | guys this was a lot of fun for us to |
572s | share what's been in our heads for a |
573s | long time and we've been you know |
575s | keeping it secret for a few years and |
577s | now we're able to share it with you guys |
578s | and we want to hear from you head over |
580s | to our Discord follow us on Twitter |
582s | social media Reddit we really read this |
584s | stuff we appreciate all the feedback all |
586s | the comments and let us know if you want |
588s | more of this I mean if if you guys like |
589s | this format we're going to keep doing it |
591s | and if you don't we'll adjust just as |
593s | the case with everything we do so thank |
595s | you guys for tuning in thank you |
600s | n |
603s | [Music] |