almost 2 years
ago -
Frost Giant Studios
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2s | foreign |
---|---|
11s | s since we announced stormgate and we |
15s | want to provide an update on our |
17s | development |
18s | we're actually building our own game |
20s | engine and no that doesn't mean that |
22s | we're not using Unreal Engine 5. Unreal |
24s | Engine 5 is powering all of the graphics |
27s | and sound and input provides the |
30s | pathways for all of the art that we put |
32s | into the game but the gameplay itself is |
35s | driven by a piece of technology that |
37s | we're developing called Snow Play |
39s | Snow Play is a custom developed engine |
42s | for real-time strategy it is a set of |
45s | logic that is being built exclusively by |
48s | our team here at frostgiant designed to |
51s | handle the high unit counts and the low |
54s | latency networking that are necessary to |
56s | facilitate a really great real-time |
58s | strategy game you're going to hear today |
60s | from James andholt our Chief Architect |
63s | who is leading the development of snow |
65s | play and you're also going to hear from |
68s | our art director Jesse Brophy who is |
70s | leading the design for each of the |
73s | factions or races that are going to be |
75s | featured in our game |
77s | Snow Play is the deterministic game |
79s | engine that we built to provide us with |
81s | fast smooth responsive RTS gameplay |
83s | snowplay is all about making stormgate |
86s | more fun |
87s | the fun in the game comes from how |
89s | responsive the game is and how it just |
91s | feels to play it Unreal Engine 5 |
93s | provides a client server networking |
95s | model but we require a networking model |
97s | that supports a large number of units |
100s | and Snow Play gives us this |
101s | deterministic engine where we can just |
103s | simulate the game based on the player |
105s | inputs |
107s | Snow Play allows us to simulate |
109s | stormgate at 60 hertz for smooth |
111s | responsive gameplay feel it'll be the |
114s | most responsive RTS game I've ever |
116s | worked on and I've worked on a few great |
118s | ones |
119s | rollback allows us to reduce the lag a |
122s | player feels playing the game over the |
123s | internet |
124s | rollback works by allowing us to |
126s | simulate the game even in the absence of |
128s | player input and if we receive input |
130s | later we can roll back to that time that |
133s | the input happened and then simulate |
135s | forward really quickly to catch back up |
137s | Snow Play allows us to mass spectate |
139s | games where the viewer can rewind have |
143s | instant replays and then fast forward |
145s | back to where they were originally |
146s | because no play is deterministic we can |
149s | Mass spectate a live game |
151s | by broadcasting just the player's |
153s | actions to the viewers and re-simulate |
156s | the game on their computers snowplay |
159s | enables designers to iterate quickly by |
161s | compiling all the game logic into |
163s | webassembly so that they can iterate |
166s | while never leaving the game |
168s | this also unlocks the potential for |
170s | modders to be able to iterate quickly |
172s | and reach the same level of Polish |
175s | the art team has been focused on a lot |
177s | of things in the last five months we |
178s | wanted to get a unified visual vision |
180s | for both the resistance and the infernal |
183s | host we're also doing a lot of work on |
185s | our core technology inside of unreal as |
188s | well as a great deal of environment work |
190s | for our terrain and our Cliff systems |
192s | we're calling the human faction the |
193s | resistance and their Humanity's last |
195s | line of defense against the infernal |
197s | Invaders their Scrappy group they've |
200s | preserved knowledge about Advanced |
202s | Robotics and scientific know-how and |
204s | this gives us a lot of options for Mech |
206s | designs as well as creative exploration |
208s | of future Technologies recently the |
210s | concept team took about six weeks to |
212s | focus on the visual development of the |
213s | resistance we didn't have design briefs |
216s | and none of these are specifically going |
217s | to go into game it's just us exploring |
219s | visually what the faction is going to |
220s | look like this first image is by Leah |
223s | one of our concept artists and it's just |
226s | her exploring uh stuff that she kind of |
229s | wanted to look into visually she got |
230s | inspiration from Buzz Lightyear and F-14 |
233s | Tomcats And this is the result of that |
235s | this next image is one created by Timmy |
237s | one of our concept artists as well and |
239s | it's his take on what a resistance |
241s | flying unit could look like |
243s | this final unit is called the gigamec |
245s | created by John Ryder we don't know if |
247s | this Mech will ever make it into the |
248s | game but artistically we wanted to |
250s | explore what it could look like if there |
251s | was an end game unit something that was |
253s | so massive when it came out of the |
254s | battlefield that one side was going to |
255s | have to win over the other The Infernal |
257s | host is a violent warmongering Society |
260s | of alien creatures they travel through |
262s | storm gates from planet to planet |
263s | conquering any life forms that they come |
265s | across anything strong enough to fight |
267s | back is assimilated into their ranks |
269s | their main purpose is for resources |
270s | primarily what we would call life force |
272s | or anima Earth has a great deal of Anima |
275s | which makes it a high value Target to |
277s | the infernals to them energy equals |
279s | power the human faction uses Advanced |
282s | robotics the infernals use Magic just |
285s | like the resistance visual development |
286s | that we did we also did the same thing |
288s | for the infernals we took six weeks to |
289s | really focus on what the designs are |
291s | going to be so that we had a unified |
292s | language for the team this image is what |
295s | we're calling the mistreaper we loved it |
297s | the second Leah drew it it again was all |
299s | part of our exploration to go how do we |
301s | want to design the infernals |
303s | this image is by TJ again one of our |
305s | concept artists and he really wanted to |
307s | explore the structures of the infernals |
309s | and what the shape language was and what |
311s | type of materials we could use to |
312s | explore them this final image by Tom one |
314s | of our concept artists is what we're |
315s | calling the worker right now we wanted |
317s | to keep the infernals very dark and |
320s | gritty but there are some areas where we |
321s | want to have some charm and levity and |
323s | we thought this would be a great place |
324s | to do it again we don't know if any of |
326s | these units will make it into the game |
327s | we were just exploring visually as a |
329s | team |
330s | so that's what we've been working on I |
332s | know everybody's eager for some gameplay |
334s | footage and we will share some gameplay |
336s | footage next year before closed testing |
339s | starts but in the meantime I want to |
341s | wish you a happy holiday on behalf of |
343s | everyone here on the frost giant |
345s | development team |
363s | cinnamon |
365s | good boy |