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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] |