8 days ago - Splitgate 2 - Direct link
6 days ago - Splitgate 2 - Direct link

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893s welcome back to another split stream
895s everyone thank you for being here this
897s is the second split stream that we're
899s doing not to be confused with the
901s splitstream power weapon yes I made that
903s joke last week and I'm going to make it
904s every time because it gets funnier every
906s time uh if you're not here last week we
908s did go ahead and talk about game design
911s and a lot of things of the sort for
913s feedback on Alpha if you haven't taken a
914s look at that it is on our vods on Twitch
917s you should definitely be sure to do that
919s today we're talking about level design
921s uh I am Jesse Griffin Burg I'm an
923s associate producer here at 1047 and I am
926s joined today with Ian CEO and co-founder
928s of 104 seven games and one of our level
931s designers Garrett billian who is worth a
933s billion bucks to me uh G if you guys if
935s you would go ahead if you would go ahead
938s and give your guys yourself an intro
940s that would be great yeah well I'll start
943s but I'm Ian PR I'm the CEO and
945s co-founder you guys probably know me but
947s maybe some of you are tuning in for the
948s first time so for all all of you who
951s don't know I'm also creative director I
954s was creative director for splitgate one
956s and now creative director for splitgate
958s 2 and uh I'll let Garrett introduce
961s himself one of our awesome level
962s designers we've been working with for a
964s few years now yeah thanks um yeah I'm
967s Garrett billian I'm a level designer
969s here and I worked on bypass so you guys
972s will have probably already seen that and
973s we'll talk about it a little bit more
975s later but yep thanks for having me
978s awesome thanks guys my favorite comment
980s so far is Garrett has a billion dollar
982s mustache so the people love you Garrett
984s thanks uh so I want to go ahead and talk
987s about uh some feedback we've gotten
989s uh we have heard a lot of players uh
992s wanting even more maps or more portals
995s on our Maps so I want to talk about some
997s changes we've made with that in mind
999s from feedback we've received from the
1000s previous Maps uh and some of our plans
1003s moving forward for future Maps uh
1005s Garrett has a great video that he's made
1006s up to go ahead and address this um and
1009s yeah today's feedback or today's talks
1011s are going to be on on Portals Maps level
1014s design um so I don't know if we have
1016s that video ready to show now um or if we
1018s want to chat a bit about uh any feedback
1021s that we
1022s have yeah so we we did a little bit of a
1025s before and after video here that we're
1027s going to queue up um but basically we're
1029s showing you know what the game looked
1031s like during the alpha and uh what it's
1033s starting to look like now right where
1035s we're heading with the the feedback that
1037s we've received from you guys so um yeah
1040s we can check it out here in a little bit
1041s but uh mainly what's going on is that um
1044s we've heard from a lot of people that
1046s there's uh you know there's some
1049s improvements that we could do to the
1050s portals on some of the maps and we take
1052s that feedback very seriously we want to
1054s see what people are thinking and what
1055s they're saying so we're scouring the
1058s feedback um across all mediums and and
1061s seeing what actually makes sense what
1062s works for us um and yeah giving it to
1066s the players to try out in recent play
1068s tests as well yeah and I'll just chime
1070s in I mean this is how we built splick
1072s eight right like this is and it's how
1074s we're going to build SP a to everything
1075s we do whether it's map design game
1077s design level design art whatever it is
1080s like the reason that this game even
1082s exists is because of you guys and the
1085s fans giving us feedback on all this
1086s stuff the community and so with level
1088s design it's no different um we're always
1091s looking for feedback and like Garrett
1093s and Jesse highlighted like we're reading
1096s I mean I'm on Reddit I'm on Discord I'm
1098s on Twitter I'm we're all reading that
1100s stuff and so we've seen people want even
1102s more portals like that's what they're
1103s going to get and Garrett was actually
1105s the one he's selling himself short uh he
1108s did make pass which is actually my
1110s personal favorite map in the game um but
1113s also a lot of future maps that are
1115s pretty freaking awesome u b was also the
1118s one who went in and did all of the alpha
1122s changes I believe right that's correct
1125s yeah yeah so all of the changes that
1127s we've made that we revealed in that
1128s video with Zenith with uh Frontier and
1132s ozone having additional portal walls
1134s that was Garrett um so and we tested it
1138s and uh I think we were quite happy and
1140s happy with internal feedback as well as
1142s with the response from you
1145s guys yeah I think um some of the changes
1148s were really well received and I think
1150s you know there's probably still room for
1152s some improvements um we're trying to
1154s take some of that into future maps and
1156s learnings there as well so it's uh you
1158s know it's a step-by-step process we're
1160s going to attack the feedback as as we
1163s can as it comes um but yeah keep keep it
1167s coming awesome thanks guys uh yeah if we
1169s can go ahead and roll that video that
1171s would be
1173s great hey everyone thanks for checking
1175s out the splitgate 2 Alpha and providing
1177s us feedback we've already begun using
1179s that feedback to make changes across our
1181s roster of maps starting with of course
1184s the first set released in the alpha play
1186s test for Frontier there's several
1188s improvements to the exterior portaling
1190s options and better flow between the
1192s central
1192s floors ozone was the favorite amongst
1195s fans but we' still added a few floor
1197s portals that can provide some fun
1199s moments and Zenith amongst more portal
1202s opportunities has also been fitted with
1204s a launch portal through mid that can be
1206s chained with momentum and that's just a
1208s taste future Maps will already have this
1211s philosophy built from the start see you
1217s soon awesome that's a super informative
1220s video and I really love the before and
1221s after shots uh so that's great uh Ian
1224s also mentioned a little bit about bypass
1226s one of our newest Maps uh not everyone
1229s has seen or played it quite yet uh but
1230s we've gotten a good thumbs up from our
1232s smaller play test so far uh if you have
1234s not seen that video we will have it up
1236s on the stream in a few minutes here um
1238s and there's been some Buzz around uh you
1241s know larger more portal Savvy Maps uh
1243s like in the first split gate um and
1246s bypass seems to deliver this well uh in
1249s regards to splitgate and the uh you know
1251s first maps of the game uh Ean actually
1253s did a lot of the map design for
1255s splitgate uh much much smaller team you
1258s know he made a lot of the the original
1259s Maps uh Ian do you want to chat a bit
1261s about uh you know your story the map
1263s design of split gate one and how we're
1265s pivoting to split gate 2 totally um yeah
1268s well I I think it's kind of a funny
1270s origin story so uh when Nick and I Nick
1273s is that guy in the background if you can
1274s see him um but when Nick and I started
1277s 1047 in our dorm room seven or eight
1280s years ago or whatever it was um you know
1283s we were both programmers right we're
1285s both Engineers both Gamers uh somebody
1287s had to make the map so it was going to
1289s be him or me uh and kind of the fallback
1292s on why it was me is I had more time
1296s spent in uh in Halo forge as a kid I
1298s spent countless hours in Halo Reach Halo
1301s 3 as well but especially Halo reach's
1304s forge just making maps with my friends
1306s and so uh so I was therefore the level
1309s designer of of the team for splitgate
1311s one um I think you know back then I
1314s didn't really know what I was doing it
1316s was just kind of like I just want to
1317s make fun maps with variety and see what
1321s works um I think that same philosophy
1324s stays true today I think the biggest
1326s difference between splick 8 1 and spl8 2
1328s with our map process is just the amount
1331s of iteration that goes into it um you
1333s know splick one we were on such a tight
1335s timeline we had unlimited things to do I
1338s always had code to get back to and so
1341s you know for me it was kind of like I
1344s make a map CU I think it's going to sort
1346s of work I make it as quickly as I can we
1349s play it
1350s internally we get a little bit of
1351s feedback on it and maybe make some
1353s changes and then kind of call it a day
1356s and hand it off to Art um I think with
1358s split gate to just the amount of
1360s iteration and testing that we put into
1363s every single map and we we have maps
1364s that have just been thrown away like
1367s we're not afraid to throw a map away I
1368s mean actually one of Garrett's favorite
1370s Maps uh that uh you know for whatever
1374s reason it just wasn't yeah it totally
1376s happens you just can't be precious we
1378s would never have done that and splic it
1379s one right we just didn't have the
1380s bandwidth to go make a ton of maps and
1383s pick and choose you know we didn't have
1384s the luxury to do that um and so I think
1387s the biggest change this time around is
1389s just the amount of iteration testing
1391s tweaking that goes into one map so that
1394s we just make sure it's the best map
1396s possible and then even when we're done
1397s or when we think we're done right like
1399s that mindset never goes away um and
1403s actually we we did this in splick it one
1405s as well right I think Oasis is a great
1407s example of a map where
1409s um I think it still has its issues but
1413s the very first version of Oasis compared
1416s to after getting feedback even with a
1419s live map we added some portal walls on
1422s that map so you know this isn't the
1424s first time that we've made a map where
1426s we've gotten feedback from the community
1428s about wanting more portal walls or
1430s wanting more this or that or cutting off
1432s angles whatever it is like this is not
1435s the first or the last time that we're
1436s going to go out with a map that we think
1438s is great and you guys are going to tell
1440s us how to make it even better and then
1442s we're going to change it um so I think
1444s that's sort of the biggest change in
1446s mindset this time around uh and just
1448s having resources right I mean we've got
1451s Garrett we've got Ming Sam blae like we
1454s have a freaking stacked team of level
1457s designers and just kind of letting them
1459s you know letting them loose and uh yeah
1462s I don't know I'll let Garrett speak too
1464s um we love to hear your thoughts sure um
1468s yeah I mean same goes as what we were
1470s just mentioning before um we're we're
1473s really taking that feedback seriously
1474s and seeing where these locations on the
1476s maps can improve and uh I'm super proud
1479s of the team that we have and um our
1482s company has grown substantially since
1484s the first game and it's really exciting
1486s to see how how we can put these talents
1489s together and and come up with some
1491s amazing stuff and of course we're taking
1493s feedback internally as well to try to
1494s refine those experiences before they get
1497s to you guys but um I would just say like
1500s we are um we're we're really proud of
1502s what we've been able to accomplish
1504s already like our level of polish on
1506s things and level of um of detail that
1509s we're paying attention to is very high
1512s and that doesn't get there without
1514s having the passion and the drive to to
1516s make sure we have something that you
1518s guys are going to enjoy um out in the
1520s wild so I'll add a couple things too I
1523s think on map design this time around
1525s it's just you know the amount of thought
1527s that goes into every single SLE angle
1529s every single portal wall um I mean we
1532s really put a lot of thought into like
1534s all right how can I triple portal off of
1536s this how can I build momentum off of
1538s this right you saw with Zenith we added
1540s the momentum jump but we wanted you to
1542s be able to chain things together like
1544s we're not just going to throw something
1546s into the game it's like okay everything
1547s is very intentional all right we want
1549s this and we want to have these angles
1552s and we want you to be able to jump out
1553s of this with momentum to then chain it
1555s into this portal floor to get more
1558s momentum and kind of keep it going um I
1560s think like some of the maybe lack of
1562s intentionality that you might have seen
1564s in splick eight and we probably went too
1566s far candidly and I think what you're
1568s seeing now is sort of us addressing that
1571s feedback to find that happy medium um
1574s but what I would say in splick at one is
1576s like Oasis being a perfect example of
1579s like very cool to have these giant
1581s portal walls high up in the in the world
1583s where you can have awesome angles you
1585s can triple off of it you can portal Peak
1588s right fun but I think the lack of
1590s intentionality there was like you're now
1593s able to camp for the entire game and see
1595s the entire map and that's the thing
1598s we're trying to to course correct and
1600s get rid of and so with a map like Zenith
1602s you know you'll have that new portal
1604s jump you do have a power position there
1606s you can see specific parts of the map
1609s but the map is not designed in a way
1610s where you can literally just shoot
1612s everybody the entire game um and with
1614s bypass which we just put a video out of
1617s that's also got some really sick portal
1619s momentum jumps but again they're at
1621s Angles such that yes you have a lot of
1624s visibility but you don't have a power
1626s position overseeing the entire map at
1628s any given time um so I think that's sort
1630s of that fine balance that we're trying
1632s to find and I think uh you know
1634s splitgate was like one extreme and
1636s splitgate 2 probably went too far and I
1639s think with the future maps and the
1641s changes we're starting to make already I
1643s think we're really hitting that balance
1645s um but you know that's for that's for
1647s the community to side and to keep giving
1650s us feedback on because we're going to
1651s keep striving to hit that
1655s balance yeah no that's that's great
1657s feedback Ian thank you for that Insight
1659s uh let's we just went ahead and showed a
1661s little bit of of bypass there from that
1663s video and I've been playing splitgate
1665s since 2017s like First Alpha humble brag
1668s I guess uh but one of my most you know
1670s Favorite Things is is portaling
1672s obviously um and over the years of
1674s working at 1047 I've gotten to know a
1676s lot of the level designers and Garrett I
1679s want to talk a bit about portal wall
1680s placements uh obviously making a great
1682s map is difficult how does adding not
1685s only the flow of a map but also
1687s integrating portals into that aspect to
1689s change the way you make maps does it
1691s have a large impact on that you know
1693s obviously uh I call them pixel portals
1695s where you can stand at a certain
1696s location and you can see the sliver of a
1698s portal is that something that you guys
1700s take into consideration when making
1701s these levels yeah absolutely so like
1705s most of the time what we're worried
1707s about is uh you know players we're we're
1710s giving you the tools to essentially do a
1711s map hack right like you're teleporting
1714s from one location to the other right so
1716s we really want to be careful with where
1718s we're sending you what access points you
1720s have um what line of sites you have cuz
1722s like you said all you need is one pixel
1724s right you need one pixel to see that
1726s portal and you can get to that location
1729s so yeah we we've um tried to implement
1732s systems where we're paying attention
1734s very closely um we have a system where
1737s um the team will go through and we'll
1739s review Maps before we even play test it
1741s to see where these things are some
1743s things are intentional though right we
1745s may put a sliver sight line in that's
1747s totally intentional that we want you to
1749s have access to and we want you to learn
1751s the maps over time as well right like it
1753s shouldn't just be here's the map you
1755s know it instantly there should be a a
1758s skill growth right like you should grow
1760s as your knowledge expands and and your
1763s skill gets there but um yeah we're we're
1766s uh deeply paying attention to these
1767s things some of the elements that you'll
1769s notice as well is that um you don't
1772s often pop out of a portal and then try
1774s to run back in and you get snagged on
1776s the floor as often anymore and that's
1779s because we've really fine-tuned the size
1781s of these portals to uh fit much closer
1784s to the portal uh size itself that you're
1787s walking through but also we have some
1789s mechanisms that snap the portal to the
1791s ground and so this helps with players
1793s going in and out of portals quicker
1795s especially for triple portaling but even
1797s for regular use when you pop back out so
1800s we're we're paying attention to all the
1801s little details um and and trying to make
1804s sure that the experience is is as
1806s polished as we can get it um so yeah
1809s we're and I'll just add yeah yeah and
1812s I'll add like all of these are things
1813s you can turn off right so if you don't
1815s want portal snapping I think the idea
1816s there is if your portal is 6 inches off
1819s the ground we hate that feeling of
1821s stubbing your toe and just oh I think
1823s I'm going to go through and it was
1825s 6 in too high and now I stubbed my toe
1827s and I'm just stuck
1829s um so these are things though you know
1831s maybe a pro player is like I don't want
1832s to have to like if I'm placing my portal
1834s 6 inches off the ground like I want to
1836s do that you can still do that you can
1837s turn that feature off um but for most of
1840s us it's a lot easier to just say hey
1843s make my life easy and I think like our
1845s philosophy here is the skill ceiling and
1848s you'll see it even with the sort of Auto
1850s triple portaling system where it's one
1852s button press you can turn it off but we
1855s want the skill ceiling to be on your
1857s fast reaction your aim the fact that
1860s you're pulling off super sick plays with
1862s portals not you know the skill ceiling
1865s to be like oh I pressed the proper
1869s button and a crap you know I was about
1871s to do a super sick play where I
1873s outsmarted my opponent but then I hit
1874s the wrong button or I stubbed my toe
1876s like we don't want the portal system to
1878s get in the way of you we want it to just
1880s work the way you want it to work and
1882s then you pull off the sick plays because
1884s you just totally outsmarted your
1885s opponent like that should never ideally
1888s get in the the way of uh you know the
1890s system and the controls shouldn't get in
1891s the way of the decision making and the
1894s Precision of pulling off a sick play if
1897s that makes
1901s sense yeah absolutely thank you Ian uh
1904s verticality is a big conversation right
1907s now and you know we love that um you
1909s know this sort of ties back into a bit
1911s more on what you were speaking in with
1913s uh split G one Maps you know it was sort
1914s of uh you know larger a little bit more
1917s complex uh and of course you know we do
1920s uh hear you know those trickle feedbacks
1923s um which you know I'm really glad that
1924s we've added uh floor portals on a couple
1927s of our current maps from alpha feedback
1929s uh the community has dubbed them florals
1931s if you're unaware um yeah floral
1934s absolutely love it yeah absolutely um
1937s and you know we always want to be able
1938s to push our limits for the community and
1940s provide the best maps that we can um you
1943s know from a gameplay perspective from an
1944s art perspective you know everything of
1946s course um I wanted to go ahead and talk
1949s about uh Community feedback uh you know
1951s a lot of people like a lot of different
1953s sorts of maps we have smaller Maps we
1955s have larger Maps um what are what's the
1957s Thought moving forward with you know the
1959s map structures are they going to be
1961s intertwined with factions um you know
1965s just trying to get an idea of what
1966s feature maps are coming down the line in
1968s regards to size and
1970s variation yeah I mean I think I've said
1972s this many times it's like a highlevel
1974s game design philosophy is we really want
1976s to focus on meaningful variety with a
1978s purpose and I don't think we've shown
1981s that off yet it is I will tell you
1983s there's a lot of meaningful variety
1985s coming um I think with the map Pool you
1987s know we LED with the smallest maps in
1989s the game largely just out of I don't
1993s know we probably should have put a
1994s little more thought into what we LED
1996s with but it was more just here are some
1998s of the earliest Maps we made and and I
2001s think we've gotten better at making Maps
2003s since but here are the first Maps we
2004s made that happen to be on the smaller
2007s side um but bypass obviously is one of
2009s the larger Maps so you know there's
2011s plenty of map variety uh both visually
2015s thematically verticality wise gameplay
2017s wise like you're going to see a lot of
2019s variety um with our map design with our
2022s modes with our weapons like with
2024s everything um but um yeah I mean I'll
2028s I'll hand it off to Garrett anything to
2030s add uh yeah I mean I guess for us like
2034s we're just as interested in these things
2036s that the community is um so when people
2039s are talking about momentum portals or
2041s floor portals ceiling portals like we're
2043s we're talking about these things
2044s internally we're trying different things
2045s out and seeing what worked and yeah
2047s we're trying to prevent some of the more
2050s obese cases from from occurring from the
2052s first game so that you know the the
2054s experiences more on the positive side
2056s than than some of the drawbacks so yeah
2059s we're we're trying all these different
2060s things and and uh seeing what works and
2063s what sticks yeah I mean in a perfect
2065s world right we would take split gate one
2068s and all the good things about it we
2070s would do more of that and all the
2071s frustrations we would do less of that
2074s that's what we're trying to do right and
2076s no matter what we do there's always it's
2078s never going to be perfect or that simple
2080s um but that is absolutely kind of the
2081s goal here with split gate 2 is how do we
2083s take what worked really well what do the
2086s what people love about this game portals
2088s Gunplay movement let's double down on
2090s that and how do we sort of address the
2092s frustrations okay I don't want to be
2094s shot from across the map weigh 300 feet
2098s high in the air
2100s um is a balance
2103s though yeah even from our our first
2106s frequently asked questions that we
2108s posted you know one of our things was we
2109s want split gate to to you know feel
2113s better and focus on everything that made
2114s split gate one so great um we are about
2117s 20 minutes into this uh so we're going
2119s to take five 10 minutes we're going to
2121s answer some uh chat questions in regards
2124s to the stream focus on level design that
2127s sort of thing uh if your answers are not
2130s uh if your questions are not answered we
2132s do have a official Q&A tomorrow uh in
2134s our Discord uh at 3:30 PM Pacific time
2138s uh do ahead go ahead and do exclamation
2140s point Discord or exclamation point
2141s socials to get a bit more involved with
2144s our community uh the 1047 team you know
2146s we were a very chat focused very
2149s Community focused Studio we did go a
2151s little silent of course working on
2152s splitgate to but now that we have some
2154s great things to show you guys we are of
2156s course trying to get a little bit more
2158s open answer some questions because I
2160s know everyone here is super excited for
2161s the game and we're super excited for you
2163s to play it again um yeah and I'll just
2166s say that was not Our intention ever um
2168s like Our intention has always been to
2169s commun to be Community First that's how
2172s we made splick at1 that's exactly what
2174s you're starting to see like this kind of
2176s format whether it's twitch stream Q&A
2179s Discord Q&A private play test like these
2182s are the things we did in Split gate that
2184s made us get to where we're at this is
2188s what we're kind of resetting to go do uh
2191s more of so you're going to see a lot
2192s more of this stuff you're going to see a
2194s lot of changes based on on what you guys
2196s think so yeah AB yeah let's dive into
2198s the
2200s Q&A all right and we do have restream up
2203s on our end so if there's any questions
2205s coming in from you know YouTube
2207s Instagram anything like that we will
2209s also have visibility on those questions
2211s as
2213s well Jesse are you the one filtering the
2216s are you taking the questions you want us
2218s to look uh if you guys want to take a
2220s look as well we can just sort of jump in
2221s and whatnot
2223s um so someone already said that you're
2226s their hero Jesse so that means a lot
2228s he's my hero too yeah you're my hero but
2232s look at that that is
2234s crazy here uh let's see not necessarily
2237s map related but when can we expect the
2239s next beta test uh currently we're not
2241s going to be uh saying anything in
2243s regards to our next potential beta tests
2245s or anything uh but do know that we are
2247s just as excited for you guys to play as
2250s you are uh having you guys come in play
2253s splick A2 it's an incredible feeling for
2255s us so you know we are excited as you are
2258s to get into the game I also just want to
2261s play because I love to play with you
2262s know I I get to play with the company
2264s twice a week which is super super fun
2268s but I can only kill Jesse and Garrett so
2270s many times before I need to you know be
2273s pushed a little bit so he's too good can
2277s he's a real challenge
2280s yeah get some of those split gate one
2281s Pros back in I got to take them on show
2284s them who boss while I still
2289s can I'm Jesse yeah you guys take the
2292s question I don't I don't have it up so
2293s you guys take the question or pick the
2296s question about top down views um we're
2300s we're discussing internally how these
2302s could be done um but nothing to really
2304s talk about or announce now
2308s yeah so top down views being like of the
2310s map and like specific call outs so
2312s players can study that map and kind of
2314s have an idea going into it for the first
2316s time or if you have a bit more of a
2317s competitive mindset um I imagine that's
2320s something that we would want to consider
2321s for sure um that sounds like it could be
2323s a uh a beneficial beneficial for for the
2327s community yeah absolutely I I know some
2330s studios do like um you know map intro
2333s and it shows the top down or something
2334s like that we we could talk about that a
2336s little bit more in the future future but
2338s yeah I don't think there's anything to
2339s announce just yet on
2341s it we should CU that shouldn't be that
2344s difficult so we should do something even
2346s if it's an unofficial thing right like
2349s you could do something just take a
2350s picture at the very
2354s least let's see here's an interesting
2356s one um from warp sonic are you guys open
2358s to having a little bit more disparity
2360s between casual and competitive map pools
2362s L gate one had very 1047 maps in ranked
2365s but wondering if you're open to having a
2367s bit more limited map in comp uh that
2369s something I don't know if we've quite
2371s considered um you know I would say yeah
2375s here's what I'd say to that ideally no
2377s right ideally in a perfect world like
2380s you'd make a map and the The Experience
2383s between casual and ranked would be
2385s consistent because casual you know you
2388s want those players when they do step
2390s into ranked to be able to pick it up and
2392s just have it be at a higher level more
2394s sweaty more competitive right probably
2396s tighter skill-based matchmaking like Etc
2400s um but of course like if we end up with
2402s a map where we're like yeah this thing
2405s does not work for ranked or it does not
2407s work for casual like we're open to that
2410s but I think we're definitely designing
2412s you know at least for like 4v4 like we
2415s are designing for these maps to be
2418s functional across both casual and
2420s competitive
2421s experiences yeah the one thing you don't
2424s want to do is split the player base
2426s right like uh I only play ranked because
2428s it doesn't have these things that I
2430s don't like right we want to try to make
2432s sure people are enjoying the experience
2434s and they're getting a similar experience
2435s across modes
2439s yeah uh here's what I I enjoyed not so
2441s much level design focused uh but DJ Tino
2444s says hope for more beautiful Neon Lights
2447s modern design for maps uh makes you feel
2449s like you're playing inside of a modern
2450s gaming PC style building uh love that it
2453s sounds to me like you're an arrows fan
2455s uh we certainly have plenty of uh of
2457s beautiful apps coming down the pipeline
2459s and again we can't wait for you to be a
2461s part of that and check them out um lots
2463s of cool stuff coming down the pipeline
2465s yeah and a lot of visual variety I'll
2466s say um I mean you've seen what we've got
2470s one map is like outdoor on Mars very
2472s brown red um we've got uh one map is
2476s like purpley sci-fi hard surface metal
2480s um over Venus you know you've got bypass
2483s is a beautiful Park on earth right uh
2487s and then ozone a floating yacht right so
2490s I think that kind of visual variety I
2493s mean credit to the art team and actually
2494s I will add one thing to my my answer
2497s earlier about how are we doing things
2498s differently I think one of the big
2500s things and the reason we're able to make
2502s such highquality looking Maps is there's
2505s just way more collaboration between the
2507s art team and the level design team than
2509s ever before and in splick it one we kind
2512s of ran it almost it was sort of like an
2514s assembly line where I'd make a map oh
2517s okay maybe we play test it once we
2520s iterate it's done great here you go art
2524s team make it look pretty and that's a
2526s lot harder to do whereas like the design
2529s language is being considered uh it also
2532s leads to just more intentionality
2534s because of this
2536s collaboration you don't end up with
2539s angles that are just broken now right um
2542s because we're thinking about the shapes
2544s as we do the blockout and so we know
2546s okay we need this angle here and it
2549s gives the art team something to work
2550s with so that when they make that gray
2552s box look like art they can stick to the
2556s design versus having to kind of break
2558s the design to make their artwor so you
2560s just end up with everything sort of just
2562s works better looks better um and you
2565s don't end up with those
2566s unintended um sight lines or abusive
2570s angles or whatever it
2573s is I have uh two questions here who
2575s mention uh gimmick or gimmick
2578s uh king of juice asked any super unique
2580s gimmicky Maps uh one comes to mind uh
2584s all I can really say uh but very excited
2586s for a lot of our Maps uh one in
2588s particular is really all I can say on
2590s that so be on the lookout uh we might
2592s have the same thought process on the map
2595s uh the other I don't know which one he's
2596s referring to do you Garrett uh maybe
2601s I'll tell you guys after okay
2604s yeah um and then someone else uh River
2607s mentioned you know any more fun things
2609s like the spinning car or jump pads uh
2611s the spinning car on AOS is always well
2613s loved um and jump pads are on Frontier
2616s um yes some other Maps will have some
2618s jump pads um I think that's fine to say
2621s uh we definitely want our maps to and
2623s I'll add there's on the next map that
2626s Garrett made there's another unique kind
2629s of new thing that little gimmicky thing
2633s but very fun that we've never done
2635s before so yeah yeah I'm really excited
2638s to show that off um I don't know if
2640s that's the one you were thinking about
2641s earlier or not I think he was talking
2643s about something different but yeah we
2645s yeah comb lot going on the yeah the
2650s gimmick the gimmick stuff is hard to
2652s talk about without revealing stuff so
2654s yeah exactly yeah yeah Will portal kill
2658s still be a
2660s possibility yes like for instance I
2663s would say you can do it on on Zenit can
2665s already
2667s Z too yeah yeah so they are definitely
2670s there uh you know obviously you got to
2672s outplay your opponent to an extreme
2673s degree um but yes portal kills are
2676s absolutely something that you can
2679s do how does Griffin AKA Jesse Fair
2682s against you all when you get to play
2683s internally I'm terrible they beat me all
2686s the time
2688s really I would say actually the three of
2690s us are pretty pretty even um like I'd
2695s say like the three of us are some of the
2696s top we're not the top player in the
2698s company like that's probably Derek still
2701s auvo but uh we're in the top 10 I'd say
2706s yeah I think I'm probably lower but
2707s there's some really talented people in
2709s the company yeah DK is pretty crazy yes
2713s yep
2714s yeah Ethan James is pretty crazy yep
2719s yeah uh the great man well please keep
2722s on creating vibrant Maps we love the
2723s colourpop and day Maps evening Maps
2725s cyber Punk Maps we definitely have a lot
2727s of vibrant maps all of our maps are very
2731s exciting for us to share um I don't
2733s think that you'll be disappointed when
2735s it comes to uh the vibrant colors and
2737s the diversity of maps that we have
2739s something that I think we're doing very
2742s well
2746s yep all right I say we answer uh one or
2749s two more again chat uh if you guys have
2752s not already joined the Discord we have
2753s an official Q&A tomorrow you can post
2755s your answers um so again which point
2758s Discord to hop in there uh we love being
2760s able to interact with you guys in the
2761s community it's something that we want to
2763s continue to do like Ian was saying you
2765s know we really want to ramp back up to
2766s being known as the studio that talks to
2768s the community all of the time um because
2771s that is what we want so again and I'll
2774s say this I'll say This truly like a goal
2776s of ours is not just to build the best
2779s game in the world obviously that is a
2781s goal but our our goal as a studio is we
2784s want to be the most Community First
2786s company of any gaming company out there
2788s like that is a goal of ours we really
2791s want to try to do it I don't think any
2794s of the top shooters not to bash them but
2796s but I don't I think we can do a lot
2798s better than than uh other Shooters are
2801s doing and we can be a lot more
2802s transparent and communicative and I
2804s think it's a it's a winning strategy you
2806s know if your top goal is make the best
2808s shooter in the world talk to the
2810s community hear them out get their
2812s feedback listen to them that's how you
2814s know goal number two gets you to goal
2816s number one in my mind
2818s so yeah uh I really like this question
2822s from diet waffles uh which is which is
2825s an interesting name counterproductive
2826s almost uh does player feedback often
2829s clash with your original level design
2830s ideas or complement
2833s it uh I don't think it oh you want I'll
2837s I'll say my thoughts um I I don't think
2841s it's either I think it's more just like
2844s like I said earlier there's sort of a
2845s spectrum of like how crazy do you want
2847s to go versus how restrictive do you want
2849s to go you know when we come back to
2851s splick K one it's like what do we like
2853s about splick one we like the fact that
2856s portals are awesome you can do super
2858s sick plays you can outsmart players you
2860s can outflank them out triple portal them
2862s out momentum them those are all things
2864s that we say are good right we want more
2867s of that what do we want less of well we
2869s want less of the crazy camping camping's
2872s not fun I hate campers like we don't
2875s want those crazy sight lines where you
2877s just stand in a corner all day looking
2881s through a portal seeing the entire map
2884s right the conflict is often times you
2889s sort of have to make a portal wall that
2891s gives you more good and more bad and
2895s that's where it becomes tricky and so I
2896s think player feedback just helps us
2898s navigate that it's not conflicting our
2900s original Vision it's not complimenting
2901s our original Vision it's just helping us
2904s walk that fine line of like how do we do
2907s more more of the good and less of the
2909s bad yeah totally agree it's not a a this
2912s or that it's more like well one thing I
2915s could tell you is that we've talked
2916s about pretty much every single
2918s suggestion that's ever been uh well that
2921s I've ever read or heard from anyone else
2923s um like we're thinking about these
2925s things I promise you we are yeah we're
2927s spending a lot of time really digging
2929s into every angle every sight line every
2931s opportunity on the map um and weighing
2934s the pros and cons and and yeah sometimes
2936s we
2937s end up uh going one way versus the other
2940s and maybe that's where the community
2941s feedback comes in and helps us uh find
2944s what's actually the the the right path
2946s to take but yeah it's it's neither I
2949s would say it's it's a process yep all
2953s right we'll go Ahad and do two more
2954s questions uh they're both fun questions
2957s I guess you could say uh I apologize I
2959s don't remember who asked this but it
2960s stuck in my mind for the last like 10
2961s minutes uh will we have more potatoes in
2964s splitgate 2 uh yes uh one of our Maps
2968s will have potatoes um in one of the
2969s vistas so there you go potatoes
2971s confirmed uh since it's been a a
2974s question uh that I have an answer to uh
2977s yes potatoes and splitgate 2 confirmed
2979s um and this one is a kind of a shot at
2983s Ian uh why don't you have as good as a
2985s mustache as garant wow If Only They knew
2988s the Top Gun I know you know I've had a
2992s mustache on and off um it's a great
2996s question I don't have a good answer I I
2998s really don't have any excuse um I I
3001s should have done better and I I'd like
3003s to apologize to the entire
3007s Community awesome well I think that'll
3010s probably go ahead and wrap it up uh once
3012s again everyone thank you for being here
3014s U be sure to wish list the game we want
3016s to see how excited you are for Le a to
3018s uh we're hella excited and once again
3020s excellent wish Point socials to be
3022s interactive with our Twitter Instagram
3024s All That Jazz and we will see you for
3026s another
3028s in the future Garrett and we'll see you
3031s tomorrow join the Discord tomorrow we're
3033s going to do a lot more Q&A we'll be
3036s there so we hope to see you guys there
3038s oh and hunt the devs right after that
3041s hunt the devs right after that yep yeah
3043s for those uh actually that's a great
3045s point if you want to come hunt us yeah
3046s we're doing uh we're getting some
3048s developers to play splitgate uh tomorrow
3050s afternoon uh Pacific time anyway and uh
3053s yeah come hunt us down we'll have the
3054s developer tag um you know if you think
3057s you can do it come uh come on V one
3060s US great
3066s [Music]