17 days ago - Splitgate 2 - Direct link

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896s hello everyone and welcome back to
898s another split stream not to be confused
900s with the splitstream power weapon in
902s splitgate 2 that is the third time I've
904s said that joke and it's three times as
906s funny as the first time I said it uh if
908s you have not been here before this is
910s our third split stream last week we went
912s ahead and discussed level design with
913s Garrett billian and the week before that
915s was game design with Derek Jones if You'
917s have not seen either of those and that
919s interests you the videos are available
920s at the split2 twitch channel in the vods
922s section this week however we are talking
924s about weapon design I'm Jesse Griffin
927s Burg and I'm joined with Ian PR CEO and
929s 1047 co-founder and Justin lamperski one
933s of our lead weapon designers so guys if
935s you want to do a quick introduction and
937s we can go ahead and Dive Right
939s In yeah I'll start I've inted myself
942s many times but I'm Ian PR CEO co-founder
945s H also creative director for splitgate
947s one and now splitgate 2 um but uh I'm
951s excited uh for Justin to introduce
952s himself I think I've talked about you
954s Justin in a couple interviews before
956s about how yeah we got the lead weapon
958s artist from Cod
960s um but uh I'll let you introduce
963s yourself yeah so he's stole my thunder
965s but yeah my name's Justin lerski I'm the
967s lead weapons artist here at 1047 um yeah
970s I come with like 20 years of experience
972s working in games uh I have a crew of
975s amazing artists that work under me I'll
977s shout them out real quick Barkin Casey
979s demitro Maka Omar sum Mo the and Valerio
983s all superstars here and uh yeah it's
985s been uh it's been a great experience
987s working here so far
989s great thank you Justin and yeah the the
992s team does amazing work so let's go ahead
995s and kick off uh the discussion today
996s with the philosophy behind our weapon
998s designs uh you know everybody knows a
1001s lot of weapons from splitgate you know
1003s the very well beloved BFB we have the
1005s first rifle um what was uh I mean we
1009s have a lot coming down as well that
1010s people have not seen yet um but I want
1012s to talk about you know Concepts and
1014s similarities between splitgate and
1016s splitgate 2 um and you know kind of the
1019s the dynamic on how we focus more so on
1022s more in-depth Weaponry Ian says a lot of
1025s the time that weapons are the most
1026s important thing in our game uh you know
1028s we love that we love our weapons audio
1030s team does a lot the effect does a lot so
1032s yeah let's just dive into to philosophy
1035s um yeah I'll uh I'll start I mean I'll
1038s say uh like you said I mean weapons are
1042s the most important part of the game like
1043s it is definitely by far the thing we
1045s spend the most time just nitpicking the
1047s crap out of every little detail on that
1050s gun um I'd say from an artistic point of
1052s view I mean Justin can probably say more
1055s but it's it's where do I want the
1057s scratches right like oh where do I want
1059s the stripes where do I you know all of
1061s that stuff how do I make the show the
1063s the scope a little shinier um I know we
1065s even talked about like there were like
1068s let me remove this little thing that
1070s sticks out slightly it's distracting so
1072s like all of those little details on the
1074s art side to you know the animation of
1078s just feeling snap happy and Powerful to
1080s the audio kind of conveying I'll say the
1083s audio is really tricky because you have
1085s you know obviously most important thing
1087s is how do you make the gun just feel
1089s good fun to shoot fun to click but then
1092s on top of that it's like all right well
1093s like it has to stand out from all the
1096s other guns and now with Spate 2 we have
1098s so many different weapons this time
1099s around there's the different carbines
1102s the different ARS SMGs all these
1103s different weapons that have to kind of
1105s stay in their Lane and appropriate
1109s appropriately feel powerful enough but
1111s not too powerful and then you know you
1113s get into this like oh well this AR it
1115s has to be more powerful sounding than
1117s that AR but it has to sound weaker than
1120s the s or you know whatever you get the
1122s point so it really just becomes very
1124s complicated very quickly I think our
1126s fallback is just make it feel really
1128s freaking fun and uh and if it does then
1132s sometimes we bend the rules a little bit
1134s but uh we try to kind of stay in our
1135s lane you know we have the three
1137s different classes Each of which has a
1139s slightly different personality to it um
1142s visually animation wise audio wise um
1146s and we kind of have each of those
1148s defined Styles um and I guess the last
1151s thing I'll say in terms of like from a
1152s game design on weapons philosophy uh
1155s again fun is always first like we want
1157s to have variety we want to have guns
1159s that just are fun to use um but we also
1162s want to just stay true to split gate um
1164s you know even when we started developing
1165s splitgate too we got a lot of people in
1167s the company love Call of Duty Dy love
1170s Battlefield a lot of people saying oh
1172s well what if we did like an ads type of
1175s shooter and we were very uh adamant
1177s about like no we gotta stick to you know
1180s the true split gate one gun play very
1183s reminiscent of Halo of course you know
1185s me I love Halo 2 Halo 3 um but uh it's
1189s got to be a hip fire shooter accuracy
1191s from the hip versus zoomed in's got to
1193s be the same that's very very critical um
1196s so you know kind of spewing random stuff
1200s but you you get a little bit of an idea
1202s I I mean I'm curious to hear your
1203s thoughts Justin on you know you're the
1205s one who actually makes these things look
1206s cool um but I'm more of like a feel cool
1210s you're a look cool so how do you make
1211s them look so cool Justin is also just
1215s cool totally thank you thank you so much
1217s for that um I paid him to say that um
1221s yeah so I think just from like my
1224s ownership standpoint of it is uh you
1226s know we work closely with Sam white and
1228s his crew in concept and you know we're
1231s always bouncing ideas off each other to
1233s make these things look as cool as
1234s possible there'll often be times where
1236s they'll have really good advice for what
1239s we could do to make it look better and
1241s and vice versa so we go at it like as a
1243s team collabor collaboration Sor to I'll
1246s just chime in Justin because I think a
1248s lot of people outside of the gaming
1249s industry probably don't know what how do
1251s you make a gun right it's it's not just
1254s okay Justin go make the gun right
1255s there's a pipeline could you explain
1257s that a little bit with how there's
1259s concept and a 3D yeah absolutely so um
1263s primarily it all starts with Concept
1264s right when we get together powow throw
1267s ideas uh Sam's team kind of has
1269s ownership over that a lot of that uh
1271s stuff but we we have consider uh we have
1274s voices uh on each side to come together
1277s um there's usually a general philosophy
1279s like if it's a Meridian weapon it's
1280s going to be relatively Tech heavy um
1283s feel kind of like future-based shoot
1285s energy projectiles as opposed to kinetic
1288s uh bullets or something like that um so
1291s once that gets finalized and approved it
1293s goes through our Direction approvals uh
1296s multiple concept passes color passes
1298s until we have something that we can
1299s really say Okay everyone's super happy
1301s with this that's where we kind of take
1303s over we grab the models uh whatever's
1306s there and we start to kind of make that
1309s into a final asset that you'll see in
1311s game so it goes through pretty standard
1314s AAA workflow at this point which is you
1316s know a blockout phase a low poly a high
1319s B poly UVS baking and then into
1321s materials where we paint all that
1323s surface detail um all of these are done
1326s uh each individually uniquely by hand um
1329s so you know we uh really try to get
1334s character and um a real unique bespoke
1337s feeling per factions uh um you know uh
1341s look because there's three kind of
1342s distinct looks and the way these things
1344s go and the archetypes follow each one of
1346s those things and so the materials have
1348s to follow them as
1350s well yeah and the tldr is we have one
1353s team of concept artists those are like
1356s the idea people the creative people so
1358s you can think of them as just they're
1360s they're not making things that actually
1361s go into the game they're making things
1364s that just look really cool on paper
1366s Justin's job is to make that come to
1368s life right so Sam white our amazing lead
1372s concept artist takes creates this idea
1375s from nothing somehow it's in his brain
1377s and he makes a really cool looking idea
1379s for a gun Justin says okay I'm going to
1382s take that idea and I'm going to give it
1384s all the details I'm going to make it 3D
1386s so that it works in our game so that
1388s it's got scratches and details and
1390s textures and all of this stuff so that
1392s it looks beautiful with the lighting in
1395s first
1397s person and then it hands off to the
1399s animation team and they make it move
1402s right and then we hand it off to the VFX
1403s team and they make it spark and then you
1405s hand it off to the audio team and they
1407s make it sound cool
1409s more or less that's kind of an
1410s oversimplification tldr that's perfect
1412s way to right that's great tldr yeah uh I
1416s think I have a number in my head uh
1418s Justin how many weeks does it take to go
1420s from concept to a shippable quality of a
1422s weapon do you have that off hand I think
1424s I know the number but figured I'll ask
1426s you yeah depending on the size of the
1428s weapon it's it's in between four to five
1429s weeks usually for about uh concept to
1431s final um you know massive weapons like a
1434s something might take a touch longer but
1436s that's generally like our average um so
1439s we're trying to hit each one of those
1440s steps I was outlining in about a week um
1444s and if we can do that we can um we can
1447s crank stuff out in a relatively good
1449s fashion stay on task and um and make
1452s them that just seems to fit us well for
1454s the quality bar we're trying to
1456s hit no that's that's awesome thank you
1459s for that uh yeah you know Ian you talked
1461s earlier about you know bringing the fun
1463s and whatnot uh I remember when we were
1465s just starting splitgate to you know you
1468s got all of us together and we broke off
1470s into teams for an online whiteboard and
1473s you said you guys write down your best
1474s ideas for weapons and you know we took
1477s some of that and made weapons out of
1479s them some have yet to be seen uh you
1481s know it was a really fun thing and some
1484s of us all had the same weapon idea and
1486s it was like okay like clearly this is
1488s something that we should focus on so
1490s it's yeah we definitely bring the fun
1492s into it for sure I'm going to leak uh
1495s something this is not the official name
1497s for the gun so I'm just going to leak
1499s the kind of internal name and then
1500s people can try to speculate what they
1503s actually think this gun is but we have a
1504s gun that was actually created at a
1506s company offsite where we we split off
1509s into teams and we tried to balance it so
1512s we had marketing and art and engineering
1514s and everybody kind of split off into
1516s teams and it was all right go make a gun
1518s come up with a creative idea right and
1521s and I think with weapons like we want to
1522s have a balance right we want to have
1523s some stuff that's like very traditional
1526s standard assault rifle pointand click
1529s super easy to use and we want to have a
1530s lot of guns that are true to split gay1
1532s like the Aros carbine is very
1534s specifically designed to feel and look
1538s like splick 81's carbine um but then you
1540s have variety right anyway this one gun
1543s that uh we had a bunch of people come up
1545s with at the offsite that we have not yet
1547s revealed is called the Pepe gun and uh
1550s you can kind of speculate on what you
1552s think the PP stands for but uh it's a
1556s it's a really fun it's a powerway I'll
1559s say that as well um yeah and we got
1561s other other weapons I like the P gun
1564s it's a good other weapons that maybe
1565s have letters associated with them but
1568s we'll see we'll see no that's that's
1571s awesome yeah uh Justin you mentioned a
1574s little bit in regards to like diversity
1576s between factions and whatnot um I was
1578s going to delve in a little bit more on
1579s that um you know I'm sure our players
1582s and those who have seen gameplay are
1583s familiar with the three factions we have
1586s each faction is very you know
1587s distinguished you can tell if you're on
1589s a sbras map versus an Aros map with the
1592s color schemes and whatnot uh how did you
1594s go about sort of differentiating those
1597s you know weapon wise you mentioned uh
1600s there's energy sounding for the Meridian
1602s weapons versus like kinetic standard
1604s sounds for AOS um did you have to dive
1607s in really deep to find uh I guess the
1610s right way to define these factions in
1612s Weaponry um and you know who did you
1614s collab with uh you know my thought goes
1616s to David for animation uh obviously Ian
1619s venzo uh give me a little bit on you
1621s know your thought process
1623s there yeah well when I came on about a
1626s year I'm a little over a year old here
1628s um a lot of the faction design was was
1631s starting to be really solidified um and
1634s so for sbras you have you know your
1636s three types sbras Aros Meridian um the
1639s sbras are more you know they follow
1642s these kind of it's not rules per se but
1644s they're just kind of archetypes for
1645s their things but they're more like your
1647s chunkier shapes your heavier stronger
1649s things more militaristic probably the
1651s most militaristic feeling um you know
1654s think of like a an AK you're firing in a
1656s big AK or something like it it's meaty
1658s it's it's clangy you know it jumps a lot
1661s it's it's kind of like that kind of
1662s approach for AAS you know the the the
1665s idea is to keep it sleek and sporty and
1667s kind of aerodynamic you know you'll
1669s you'll notice on a lot of the weapons
1670s they have a shell across them it's kind
1672s of like you know a nod to aerodynamics
1674s being fast um and they're Built For
1677s Speed um I remember too on AOS a lot of
1680s like inspiration from bike parts yes
1684s yeah yeah yeah that's a good call out um
1688s yeah and the the Meridian are just your
1690s your heaviest Tech so it's like they're
1692s I believe they're Venus based uh group
1695s and so they're they're they rely on
1698s energy um they're kind of the support
1700s role you know as you saw like they see
1702s through walls they can you know hack and
1704s do things like that to kind of like let
1705s them visualize things so they're that's
1708s kind of like their approach so you'll
1709s just notice their weapons feel they
1711s might have the most um uh visual amount
1715s of things going on you know like on them
1717s like to just say like hey there's a lot
1719s going on in this weapon whereas like an
1721s arrow shell is going to kind of take up
1722s a lot of that space But meridians got a
1725s lot of techy details grebles whatever
1727s you want to call them so the tldr is
1729s like yeah they're they look like they're
1731s Tech heavy kind of approach on their
1736s weapons yeah and G to be jumping off of
1739s that a little bit um you know continuing
1741s on with our theme of weapon design uh if
1745s you were not able to tune in to our
1747s first stream where we talked about game
1749s design uh we had mentioned time to kill
1751s uh we got a good amount of feedback on
1753s that and we've implemented time to kill
1755s changes we've had since then One
1757s external play test uh we got a thumbs up
1759s on that uh so it's great to see that
1761s positive change uh and you know one
1763s thing that comes down to for balancing
1765s is you know not only does it have to
1767s feel right for or the player for the
1769s amount of time it takes to kill but also
1771s it has to match like the weapons
1773s animation and audio and so these changes
1775s that we made they really compliment with
1777s one another uh extremely well uh and it
1779s feels very satisfying to continue to use
1781s the Weaponry every single time and I'll
1784s add a tldr again but like basically at
1787s the uh at the alpha the guy you know the
1789s first playable Alpha um we were a little
1792s bit faster than Spate one's time to kill
1795s we tested we got feedback from a lot of
1797s people in the community saying hey this
1798s is feels too fast not everybody but a
1800s lot of people um saying you know we
1803s prefer Spate one's time to kill and so
1805s that's basically exactly what we did um
1807s you know we did a huge weapon balancing
1809s pass every single gun was touched uh to
1812s essentially match the Spate one time to
1814s kill so we basically started with let's
1817s take the Aros carbine which is meant to
1819s feel like the splitgate carbine let's
1821s sync it up as closely as possible to
1824s just what what were the values in splick
1826s 81 okay cool that worked really well
1828s let's copy that and then let's balance
1831s around that and we did a play test uh
1833s you know a few weeks ago with some
1834s external players a lot of core community
1837s members and um had a survey at the end
1840s where we asked you know how'd you feel
1842s about the time to kill was it too long
1843s too short just right and overwhelming
1845s majority of people said Yep this feels
1847s exactly like what we want so not
1849s everyone you you're never going to
1851s please everyone some people want Cod
1852s some people want Halo um but we feel
1854s like we got a really nice sweet spot
1856s with where we're at
1859s yeah I don't I don't have a ton to add
1860s there just that um you know we get we
1863s play the play test every week so these
1865s things are kind of like you know just
1867s part of the design it's good that I
1869s think it's really cool that you know Ian
1871s does kind of an outside group outside of
1874s our own uh company to get kind of
1876s feedback on some more core Community
1878s people that could have a completely
1880s different opinion than a guy like me who
1882s he mentioned is more of a Cod player
1885s right and I'm like why can't I kill this
1886s guy in two shots but um it's just not
1889s how that is but it doesn't mean it's
1890s less fun it's just a different way to
1892s approach the game right so I think
1894s that's a interesting way to take on that
1897s yeah yeah well well said uh yeah and
1900s I'll I'll add like with everything I'm a
1903s huge believer in play testing internally
1905s and externally and so we test as a
1907s company whole company tests twice a week
1910s whether you're an artist engineer design
1912s marketing whatever it is we test twice a
1915s week we do our own internal surveys to
1917s see hey do we think we're trending in
1918s the right direction and then of course
1920s when we feel like yeah we we think we're
1922s making good moves then we put it to the
1924s test with with you guys with the
1926s community and um get your feedback
1929s so actually I'll uh say one thing we've
1931s been testing uh which is sort of weapon
1934s related more gameplay but is meleeing um
1938s you know we've kind of gone back and
1939s forth do we like 45 damage do we like 50
1942s damage um so we've been testing 50
1945s damage internally um still you know a
1948s lot of people it's a it's a big change
1950s right it's only five damage but it's the
1951s difference between two punches or three
1954s and um so I can't see the chat so I'm
1957s curious what people think but uh we're
1959s going to definitely be looking for
1961s feedback related to that very soon say
1963s three chat please I'm a two guy Justin's
1966s a three guy uh but I won't say my number
1970s then we'll keep it 50/50 keep it even
1972s Jess's gonna say four how did you know
1975s how did you know that would be terrible
1978s a brawler yeah exactly yeah so gonna be
1982s diving in a little bit more uh might
1984s throw you a curveball here Justin uh I
1986s wanted to just talk about how the
1988s weapons feel different you know when you
1991s reload an AOS weapon it's very fast it's
1993s very Flash and very sporty like we
1995s discussed versus you know a sabras
1997s weapon uh the Trailblazer assault rifle
1999s it feels heavy the warden carbine feels
2001s heavy what was the process going about
2003s working alongside David and the
2005s animation team in order to really show
2007s that difference in the faction
2009s Weaponry I can probably take this I mean
2012s you can take it if you want you should
2013s probably take you could take it yeah I
2015s I'm just I work with Dave very closely I
2017s was on a call with him right before this
2018s um thanks but um you know I think when
2022s we started with the feel I think
2025s animation is kind of the biggest I guess
2027s it's all really but animation is where
2029s it starts right audio is kind of
2031s supporting the animation bfx support the
2033s animation um but I think in terms of
2036s feel like
2038s even without a good sound like the gunun
2040s should feel Snappy just looking at it um
2043s so that's kind of step one once Justin
2044s does his job and brings the weapon to
2047s life and makes it look beautiful and
2048s detailed now it's like all right we got
2050s to make this thing feel very good and
2052s snappy um in terms of style you know
2056s split gate 2 is a sport right this is
2058s not a war this is a sport of the future
2061s Formula
2062s 1 meets you know Spartan meets Gladiator
2066s right um and so we kind of started I'm a
2069s big basketball player I played
2071s basketball in college and love the
2072s sports and so we kind of started with
2075s you know how would NBA athletes reload
2079s these weapons right it would be
2080s different probably per faction right so
2084s they're all athletes but if sabras is
2086s kind of the big brawler heavy that's
2089s kind of like LeBron James right how
2090s would LeBron reload a weapon if he was
2093s playing the sport of the future well
2094s he's probably punching that mag in he's
2096s just jamming it in right how would Steph
2099s Curry do it though right AOS right when
2101s we set out to create bolt Steph Curry
2104s was our inspiration it's flashy right
2106s it's a little bit show offy confident
2109s but not cocky um that was kind of the
2111s inspiration for Aeros and so that's why
2113s you start to see stuff like flipping the
2115s mag before you put it in just having fun
2117s with it not afraid to just you know
2119s whatever twirl it uh and then Meridian
2121s is like your Ray Allen you're
2123s Sharpshooter Ultra efficient you know no
2126s [ __ ] no Twirls no jamming it in it's
2129s just tactical um and so that was kind of
2131s the initial vision and obviously you
2134s know you have these rules and sometimes
2136s you bend them sometimes you break them
2138s um because ultimately like the fallback
2140s is like the rules are really guidelines
2142s but does it feel fun that's kind of the
2144s most important thing and we're not
2146s afraid to break the rules if it makes a
2149s gun more fun um but that was how we
2152s started uh and I think we've mostly hit
2154s that like even the arrow shotgun that we
2156s revealed recently um you know he flips
2159s he kind of spins the mag in his hand for
2162s putting it back in um obviously It's
2165s Tricky though right because gameplay has
2167s to come first and you do these cool
2170s things and sometimes it's like well hey
2172s reload the damn gun because I'm getting
2174s shot at uh and so we did just take a
2176s pass um this was some of the feedback we
2179s got from the alpha was some of the
2180s reloads feel like they take too long uh
2183s and I think we actually ended up
2184s speeding up I want to say every single
2186s gun in the game by at least 10% and in
2189s some cases 20 to 30% um but uh yeah that
2195s was a big pass we just went through
2196s everything and said hey speed it up
2198s speed it up speed it up um but uh we
2201s still want to preserve that fun and I
2203s think we've hit that good balance uh and
2205s actually if you look at like the actual
2206s values behind it all Aeros guns take the
2209s exact same amount of time to reload as
2211s any other weapon so it's not actually
2213s taking longer it just visually you're
2215s doing more in that time you know instead
2217s of doing this you're doing this um but
2221s yeah that was kind of our philosophy
2223s there yeah thanks Ian no that's a that's
2225s a great breakdown uh the last bit I have
2229s here is discussing a little bit more on
2230s power weapons versus non-power weapons
2232s uh one thing I want to add is you know
2234s you talked about uh having the fun and
2236s you also mentioned feedback on reloads
2238s uh we have now of course added the
2240s ability one thing we saw a lot in
2241s feedback was sprinting and reloading um
2244s you know why can't I do this uh you know
2246s we have made that change uh so which is
2248s always super exciting uh I know a lot of
2250s people are happy about that um and yeah
2253s in regards to power weapons we did
2256s recently release uh you know a quick
2257s video of the deadbolt sabras sniper
2259s rifle uh I think the stream has been
2261s showing it but if not it is available on
2263s our Twitter page exclamation point
2264s Twitter uh got some fun music there as
2266s well uh really clean looking sniper
2268s rifle um so have we shown it in first
2271s person yet do you know I do not think we
2273s have I think it's just I think it's just
2275s the intro video but man does it look
2277s good no you got to see it in first I
2279s mean it looks great but you got to see
2281s it in first person because that thing is
2283s freaking juicy like shooting it I mean
2286s you see the whole Barrel kick back like
2288s that there's like it's kind of inspired
2290s by like the split G one audio but with
2292s an extra layer on top of just like that
2294s metal on metal piercing sound and I mean
2298s I'm just I think it's like the best I
2301s mean bold statement I think it's the
2303s best sniper I've ever felt in a video
2305s game to me at least I'd have to agree oh
2308s yeah it is actually and it is they're
2310s showing it on first person on the stream
2312s which is really cool so um perfect I
2316s mean I know Ian love this loves this gun
2317s because he shoots me in the face with it
2319s on a weekly basis um but it's okay
2321s because I kill him with the charge
2322s shotgun enough um yeah no it's great
2326s because like I think with the like
2328s getting into the power weapons like
2331s they give you this like Delta in between
2335s the regular guns where they can really
2337s turn the tide the battle if you can grab
2339s them um and so they can give you an
2341s advantage a huge Advantage if you're
2343s good with them and they're they're super
2345s satisfying to use we have other ones too
2347s like that aren't released but there's
2349s some really fun ones in there that like
2352s are just like you just kind of go yes
2354s like when you're playing it because it
2355s it feels really good to play yeah and uh
2359s I'll just add I'm I I love that we have
2361s power weapons I mean I think you know is
2363s definitely one of the things we
2364s absolutely wanted to preserve from SPL
2366s A1 even with adding Lo outs right I mean
2368s I think the nice thing about loadouts is
2370s it just gives you so much more weapon
2371s variety um but you lose a lot when you
2375s play other games with loadouts that
2377s don't have power weapons because it's
2378s like everything has to be balanced and
2380s that's really limiting um and that's why
2382s we kind of wanted to keep it contained
2384s you know we have a certain number of
2386s weapons per class only a certain number
2388s you know I think we have like five
2390s attachments um so we have enough to give
2392s you that variety but still kind of flex
2394s our muscles to go all out for for power
2397s weapons that's where like you know it
2399s can you can go crazy it doesn't have to
2400s be perfectly balanced um but uh we got a
2404s lot of really fun power weapons coming
2406s so some fan favorites some brand new
2409s like the PE gun the peee gun yeah I was
2412s just gonna say something I love about
2413s our power weapons is that we have a lot
2415s of like alt fires with them yeah um and
2418s I think that's definitely something
2419s that's very unique to you know the
2421s shooter world when it comes to uh to
2423s power weapons right the AOS SMG uh the
2426s split stream uh you know you can split
2428s it in two or use it as one um you know
2430s the pp gun same sort of idea there with
2433s an ALT fire uh you know tons of these
2436s tons of these unique weapons are you
2439s know just super fun and super great um
2442s so yeah the power weapons are are
2444s definitely a big part of what we enjoy
2445s working here on on the weapons for sure
2448s audio loves it VFX loves it everything
2450s like that yeah they get to flex so they
2453s do get to flex yeah I was just in an
2455s audio sync uh we were walk working on a
2457s on a sbras pistol uh just a pistol but I
2460s think you're going to love the changes
2461s Ian so uh tomorrow you can take a look
2464s at it and I think you're going to love
2465s it
2467s so all right well uh unless there's
2470s anything else you two want to take a
2472s couple minutes to chat about we can
2473s probably answer some questions unless
2475s there's again anything you guys want to
2477s jump off of right
2479s now I'm good perfect cool we'll take uh
2483s you know three maybe four questions uh
2485s between you know the socials that we're
2487s streaming to
2488s uh while it is only a short amount of
2490s questions being answered if you do not
2491s know uh to the viewers we are doing a
2494s Discord uh Q&A tomorrow as well uh so
2497s we're going to be answering a lot more
2498s questions there so you know we'll take a
2500s look today at the chat call some of the
2502s questions out and uh please RSVP for
2505s that invitation uh in our Discord
2507s exclamation point social exclamation
2509s point socials for our Twitter Discord
2511s that sort of thing uh definitely
2512s something that we always look forward to
2514s is community engagement that's something
2516s that we've been you know striving back
2517s towards and will continue to do so uh
2521s with that we can go ahead and pull up
2523s the chat you two and we can answer a
2525s couple of questions
2531s here I'm letting you uh yeah I'm
2533s scrolling through right now uh we got a
2536s lot of comments about um you know the
2537s reflection on the scope for the sasic
2539s sniper looks great uh that sort of thing
2542s so that was actually a nice ad since the
2545s uh Alpha that Justin went through all
2547s the that had Scopes and gave it a little
2549s bit of love so yeah that was direct
2553s feedback with interesting story from the
2555s alpha playing with my some of my friends
2557s who are in the industry and they're like
2558s you know these are guns look amazing
2560s except the Scopes and Ian called it out
2562s too and I was like you're right so we
2564s went in and I just started to do them
2566s and now it's like it just really adds
2569s like a I don't know believability to it
2571s and grounds it really well
2574s yeah all right I have a couple here that
2577s have uh caught my eye um will splitgate
2580s two have more or less weapons than
2582s splitgate one way more way more insanely
2586s more more than twice more than three
2588s times maybe that might be right that
2591s might be right I think it's more than 3x
2595s certainly it's more than double
2597s certainly more than double easily
2599s easily another one that spotted me uh
2602s maybe more so a design question is there
2604s a reason why the assault rifle went from
2606s an ads on AIM to just a small Zoom
2609s between splitgate and splitgate
2612s 2 uh yes there is actually
2616s um so uh okay let me I'm just trying to
2620s remember so I think what we did we we
2622s wanted to make the gun archetypes a
2625s little more just easy to understand and
2628s so when we were going through like a
2630s Carbine versus an AR versus an SMG
2633s versus a whatever BR right we s went
2637s through and like okay like how can we
2639s make it really obvious when you see that
2641s gun on the ground oh that's that's a
2644s long range gun that's a carbine um and
2647s ARS are a little tricky because it's
2649s sort of that right in the middle where
2651s it's medium range right like it's it's
2653s automatic you can shoot people up close
2656s you can shoot people from relatively far
2658s but it doesn't have the range of like a
2660s carbine or BR um but it certainly has
2662s more range than an
2664s SMG um and so anyway we ended up just
2667s deciding you know let's only put scopes
2670s on carbines and vs because that kind of
2672s tells the player like hey this is a
2674s longrange weapon and we were really 5050
2678s on ARS but decided to kind of lean
2680s towards you know let's do no scopes um
2683s because it's kind of already obvious the
2685s difference between an AR and an SMG
2686s because the size is so different and so
2689s we felt like okay if we're trying to
2691s convey
2692s mid-range don't give it a scope but make
2694s it bigger and it's kind of easy to
2697s understand what the archetype is and
2699s then by adding smart link right I don't
2702s know if we have an official term for it
2703s but every gun you can now zoom in with
2705s which you couldn't do incate one and
2708s that was kind of feedback of just it
2710s felt it didn't feel good on certain guns
2712s you know you get used to you click right
2715s mouse or left trigger and you zoom um it
2719s just doesn't feel good to do that on an
2721s SMG in splick 81 and be like well how
2723s come this button doesn't do anything um
2726s so that's how we ended up with with
2730s that I have a question for you Ian and
2732s I'm sure I know the answer but what is
2734s your personal favorite weapon that we've
2736s shown to uh to the player base I would
2740s have said the sabras carbine before but
2742s I I honestly I'd say like the saass snip
2744s this not sabras the sniper there's only
2746s one sniper but uh the sniper is my
2749s favorite gun in the game like I think it
2750s just in terms of feel it's obviously a
2753s power weapon um it's just I think it's
2758s A+ 10 out of 10 like the audio that Noah
2761s did is perfect the animation that Dave
2764s and Parker did is perfect the V effects
2766s that gerro did are perfect like it's
2768s just the model itself that I don't know
2771s did you do that one Justin or who on the
2772s team demitro it's perfect like I'm just
2776s like I would not change anything about
2777s this gun I love it
2781s so that's great um and let's see we have
2785s time I think for one more
2787s um there's one question how Jesse
2790s doesn't ask me my favorite weapon I mean
2791s geez yeah come on Jessie well I that's
2794s fair Justin what is your favorite weapon
2795s I knew it was the the warden carbine uh
2798s the sniper you know I can absolutely see
2800s that following suit uh Justin what is
2802s your favorite
2803s weapon uh I would have to say that uh
2806s probably just based on the way this
2807s thing feels and sound the Meridian burst
2809s rifle is just like nice so fun to use it
2813s just sounds so good I think like sounds
2815s with the weapons like basically make
2818s them feel as satisfying as possible and
2820s like that one's like got the to me
2822s that's that's the best yeah sounds so
2824s great one yeah and it looks gorgeous
2828s so it does look gorgeous
2831s absolutely all right well I think that
2834s we'll probably go ahead and wrap up the
2836s stream and uh you know the very small
2838s very quick Q&A uh once again uh we are
2841s doing that full-fledged Q&A tomorrow in
2843s our Discord again exclamation point
2845s socials in the chat uh for our Twitter
2847s All That Jazz um and yeah with that be
2852s sure to you know wish list our game on
2854s Steam we're very interested to see how
2855s excited you are for splitgate uh we know
2857s a lot of you have yet to be able to play
2859s the game and we are more than excited
2861s for you to be able to have that chance
2863s uh when the time is right and once again
2866s Justin Ian thank you guys for your time
2867s it's
2868s appreciated thank you guys thanks Justin
2871s thank you thank you guys both thank you
2873s I'll end with uh we're definitely going
2875s to start trying to show more faces from
2877s the team um so thanks Justin for for
2880s doing this but you know you can expect
2883s more people from 1047 to show their
2885s beautiful faces so we want to talk to
2887s you guys and uh really appreciate all
2889s the feedback Keep It
2892s Coming great