about 1 month ago - Splitgate 2 - Direct link

Transcript (by Youtube)


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]