almost 2 years ago - Frost Giant Studios - Direct link

Transcript (by Youtube)


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