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Frost Giant Studios
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1s | hi there I'm Alan Dyan I'm our director |
---|---|
3s | on stormgate here at Frost giant Studios |
6s | and today we're going to show you a |
6s | little bit of a sneak peek about what |
8s | we're doing with some of the factions |
9s | and some of thematic uh tonal change to |
12s | the game and one reason for that is we |
15s | released the Early Access and we got a |
16s | lot of good feedback from the fans and |
18s | also allows us during that time before |
20s | we go to 1.0 to kind of step back |
23s | realize where we can improve on where we |
25s | can iterate on just like any game Studio |
28s | I think Early Access is tricky because |
30s | you're going to everyone sees behind the |
31s | curtain a little bit before things are |
33s | fully baked and every Studio has the |
36s | same thing where they kind of sit back |
37s | and iterate more and I think this is our |
39s | chance to do that and we're talking |
41s | about some more uh kind of edgy hardcore |
43s | themes for the game like they have space |
46s | demons let's Edge him up a little bit |
47s | make them a more uh evil and more uh |
52s | menacing intimidating and for Vanguard |
54s | trying to figure out like how to make it |
56s | more unique and the and the the you know |
58s | the RTS genre and make it feel more uh |
60s | like storm Gates you know human faction |
63s | and so today I'm going to show you a |
65s | little preview of how we're going to |
67s | dramatically change and kind of reinvent |
70s | some of the current characters that you |
72s | already play with so let's talk about |
74s | the infernals first so one thing I want |
76s | to do is I want to have more Magical |
77s | elements to them a lot more glyphs um we |
80s | almost have this pseudo I call it the |
82s | Space Magic Tron style where they have |
84s | like these lines on them which is like |
86s | magical ruines and symbols and a little |
89s | edgier darker more scary more |
91s | intimidating and this is the brute uh |
93s | the new version of him this is the |
95s | similar iterator process we have going |
96s | through him and so obviously with rtss |
99s | you want from top down you want that |
101s | that weapon to read really well and so |
103s | we're going major big with this stuff |
105s | and we end up doing is going toward this |
108s | for the final design big shapes of read |
111s | well uh more demonic symbols more of a |
114s | uh manufactured less archaic medieval |
118s | armor these guys have been in space for |
120s | you know eons right and they're not just |
122s | bunch of Barbarians like Hulk smash |
124s | they're they're much more U |
126s | sophisticated than that even though |
127s | they're incredibly violent and evil |
130s | inherently I think one thing we did a |
132s | minor thing is I took the eyes off the |
134s | uh the character here that just makes it |
135s | a little freakier overall you can't see |
136s | that in the game but whenever you see it |
139s | in the uh the portraits and everything |
140s | else you'll notice the uh intimidating |
142s | Factor so one cool thing about the |
144s | brutes is they actually turn into fiends |
147s | and so this is a new version of that if |
149s | you're familiar with the game this is |
150s | definitely departure but it feels more |
152s | thematically tied into the new brute of |
155s | course and you can see the similarities |
157s | with the horns and again no eyes on them |
159s | and it's kind of a raptor is vibe to |
162s | them and just making it feel like much |
164s | more scary much more intimidating like |
166s | if it if it had a a slight horror mie |
168s | vibe to it so here we have a current |
171s | unit the gaun that we readed from |
173s | scratch you may notice it and now is not |
175s | a body on the ground anymore it is a |
178s | quadruped or demonic centaur element and |
181s | we and we have the ruins on it just play |
183s | up the Magical elements we try to make |
185s | it more just intimidating more |
186s | beast-like and instead of throwing axes |
188s | now has a magical energy glave which |
191s | kind of shoots out like a boomerang and |
193s | it's it feels like it's got a much |
194s | better read in the game and it |
196s | definitely has much more uh darker tone |
199s | to it than a previous |
201s | version so here we go here is some new |
205s | Concepts for a Caster character to the |
207s | infernals and as you can see compared to |
208s | the current release of the game this is |
210s | again much more darker much more |
212s | Sinister uh just more intimidating a |
215s | little more grotesque and just overall |
217s | darker edgier so those Concepts led to |
220s | this final concept of our caster and |
223s | again it's very unique we're trying to |
224s | make it work creepy and feel like what's |
226s | special about our IP and what special |
227s | about our space demons and the fact that |
230s | he's got all these smle sets of arms |
232s | that fold in and make the body and he's |
234s | got magic just oozing through him and |
236s | just like lots of effects are going to |
237s | be going off in this guy lots of the |
239s | ruins and the glit of course we're |
241s | trying to play The Masks right now on |
243s | some of the characters to determine uh |
246s | if there's anything in the lore for the |
247s | infernals that'd be kind of cool like |
248s | you know they I can only show their face |
250s | they get to a certain level of uh |
252s | achievement or uh you know destruction |
254s | in their in their society or something |
256s | so there's uh some cool lore building |
259s | we're trying to do right now with this |
260s | stuff too which is really exciting and |
262s | you'll notice the ruin on top so we want |
264s | we want to kind of edge those into the |
265s | game in a way that makes sense for |
269s | spellcasting and uh buildings being |
271s | activated and play that up a lot more so |
274s | here's another character we're playing |
275s | with right now it's a caster and it's |
278s | kind of a take on the Hellraiser old |
281s | puzzle box type of thing where she stand |
283s | on like a bandora's box and she has this |
285s | key of sorts and she'll plug it in to to |
287s | unleash it and it would transform and |
289s | cast out various spells so going from |
292s | the initial sketch is just the idea of |
294s | it and then once we figure out the theme |
296s | and the basic uh gameplay and what we |
298s | want her to be like then we go into the |
300s | concept phas here which we detail out a |
301s | lot more with our amazing concept |
303s | artists and as you can see the key |
305s | turned into more of a magical staff and |
307s | we're trying to figure out how to make |
308s | it more Dynamic with it pigling around |
310s | and different key combinations and also |
312s | trying to figure out is the puzzle box |
315s | is that the best thing we could use for |
317s | a thematic uh vehicle for her to stand |
320s | on and so here's just some other ideas |
323s | all of them are super cool and there's |
324s | never a problem coming with cool ideas |
327s | the problem is trying to figure out |
328s | which one fit and which one you actually |
329s | didn't have time for because you know |
331s | there's all tying in with narrative and |
334s | gameplay and so it's it's it's trying to |
336s | TI the pieces together is a tricky part |
338s | but we have a lot of good ideas here and |
340s | so we took that and we came up with |
343s | another round of them dialing things in |
345s | a bit more and as we also worked on the |
347s | infernal New U structures and bases the |
351s | buildings we tried to tie some of those |
352s | architectural elements and some of the |
354s | themes and ruins and colors into this so |
357s | there's more of a cohesive feel for them |
359s | across the whole raid |
360s | this is the final version for the model |
362s | sheet although we're still playing with |
363s | the the shape of the Box on the bottom |
366s | and the point here is the key goes into |
368s | the puzzle box and some kind of basic |
370s | transformation cool magical effects |
372s | going off and she's going to be really |
374s | unique and again more intimidating more |
376s | uh elegant in a in certain way than a |
379s | typical you know brute would be but |
381s | still very vicious and intimidating and |
385s | trying to put a spin on it because right |
386s | now it's so hard to put this the spin on |
387s | demons right it's been done you know |
390s | Every Which Way in the universe and so |
392s | we're trying to figure out what makes |
393s | our ones unique what what makes ours |
395s | just more interesting and cool the fact |
398s | that the infernals have been around for |
399s | eons again and have had a civilization |
402s | that's although incredibly violent and |
405s | just Sinister they've actually evolved |
407s | over time they have this like magical |
408s | Tech to this degree and they're not just |
410s | monsters with chains and horns and you |
412s | know screaming and running to their |
413s | death right they they're much more |
415s | fisticated than that so we're trying to |
417s | use this character here to help kind of |
418s | convey some of those elements |
421s | so we talked about that last character |
423s | being influenced with it by the |
424s | architecture and so this is a very basic |
427s | example of something we might have for |
429s | the infernals which is a huge monolithic |
432s | magical generator of sorts once we get |
434s | the cornerstones and the keystones of |
436s | some of these themes and elements and |
437s | colors and feel good about that that |
439s | will tie in directly to the the units |
441s | and the other buildings and so it starts |
443s | off the a little Point like this and |
445s | then it branches off and everything |
446s | starts snowballing which is great and so |
449s | here's just a very quick preview of some |
451s | of the the new shap LS you're talking |
453s | about again this is just super ideation |
455s | of big monolithic elements look very |
458s | heavy intimidating and have some |
459s | animation thought to them again this is |
462s | just something we may or may not use but |
464s | it's just a starting point which you |
465s | have to have in order to kick everything |
467s | off and so that's just a sneak peek into |
469s | what we're doing for the infernals and |
471s | we're also trying to update some of the |
473s | other races as well so here's a little |
475s | preview of something we're playing with |
476s | on the new technology level we're trying |
478s | out for the Vanguard super excited about |
480s | it but you can tell here we're |
482s | showcasing the more rounded Advanced |
485s | underlying technology in the Vanguard |
487s | and less of the kind of rag tag Rusty |
491s | know duct taped uh Survivor kind of |
493s | stuff with the gray boxes and our |
495s | everything and we're trying to figure |
496s | out how to make our stuff unique like |
497s | what makes our Vanguard our humans at |
499s | stormgate different and not just a |
502s | ragtag group of soldiers using breast |
504s | the old equipment and so they still have |
506s | the the war torn elements to it they've |
507s | been through Austin fisers bullet holes |
510s | scratch marks you know magic burn marks |
512s | on them dirt but this is just a Showcase |
514s | of what we could go with the style and |
516s | has we propagate out to the rest of the |
518s | army now this unit has a lot of feedback |
520s | from the community and so we decided to |
522s | Target it for one of the redesigning |
525s | from scratch for the Vanguard it's the |
527s | same functionality same gameplay it's a |
529s | it's a it's a fast land vehicle shoots |
532s | out missiles there's gameplay specific |
534s | things like you need to see the missiles |
535s | so you can count them when they're |
536s | shooting and it transforms into this |
540s | missile Tower when it's deployed and you |
541s | can see the transformation on the side |
543s | here how it works out we had it figure |
544s | it all out and the next phase will be |
546s | blocking it out getting some basic |
548s | animations in and it's always tricky |
550s | when we do a unit like this because it's |
552s | super cool I love transforming things |
554s | group with rootch and all that and it's |
556s | super geeky and we we love it it just |
558s | takes a lot longer to figure everything |
560s | out and so it's definitely some |
561s | consideration by which ones we want to |
563s | redo at one point but we're super |
565s | excited about this one so that was just |
568s | a little peek into the new Direction |
569s | we're doing for the Vanguard and the |
571s | infernals and we have so much more cool |
572s | stuff to show you guys can't wait to get |
574s | into your hands and thanks for stopping |
576s | by |
579s | [Music] |