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5s | [Music] |
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14s | [Music] |
21s | hello everyone hello hello |
24s | hi welcome to the art of Warframe panel |
29s | we've got about 55 minutes here to show |
32s | you some of the incredible stuff the |
33s | team has been working on we've got some |
35s | sneak peek some neverbe seen Concepts |
38s | and some really big reveals and it's |
41s | jam-pack so I'm going to stop yapping |
42s | and let these guys introduce themselves |
45s | say hello Cary hello what do you do here |
48s | um I'm the art director on Warframe hi |
51s | everybody hi Gary yeah Marco I'm Marco |
56s | associate art director on war fromia |
58s | yeah Marco give it up for Marco all |
61s | right Cass hello hello I am Cass I am |
65s | the lead weapons artist on Warframe yeah |
68s | Caz W wo and the lovely Greg hello Greg |
74s | hi guys my name is Greg and I'm the |
76s | character lead on Warframe and I tried |
79s | to upstage Cass wearing these sunglasses |
81s | but I just can't pull it off as where's |
83s | your leather jacket you're missing the |
85s | Lether |
86s | jacket all right and my name is Danielle |
88s | Sakowski I'm your host for for today I'm |
91s | also Warframe senior community manager |
93s | thank you for coming and watching and |
95s | hello everyone watching from home |
98s | hello all right so Ember heirloom |
101s | collections launched this morning very |
104s | exciting Ember Prime is also available |
107s | right now through Prime Resurgence but |
110s | you know who else is available right now |
112s | Rhino Prime so wouldn't it be cool if |
116s | Rhino got an |
118s | heirloom oh |
123s | yeah our boy Rhino is going to be uh |
125s | next up to be receiving the heirloom |
127s | treatment and now this is a pretty |
129s | special one for us isn't it Carrie yeah |
132s | this one's great I mean uh for us to be |
134s | able to lead the panel with something |
135s | from minky is uh feels absolutely great |
137s | because of course he's the foundation of |
139s | so much of what we've done on the art |
141s | side right from the very beginning so |
143s | wicked uh piece right there as as you'd |
146s | expect absolutely we love you minky |
148s | thank you for this so you can expect |
149s | this in |
151s | 2025 um we'll also be showing more of |
155s | rhu rhu rhino heirloom in future Dev |
158s | stream so you'll want to tune in for |
160s | that um now if that wasn't spicy enough |
164s | as is why don't we take a look at the |
166s | next prime |
168s | access yeah yeah we're starting off hot |
171s | here guys the epit |
175s | Prime uh oh okay all right all right um |
180s | now CS this is a pretty interesting |
181s | layout for a prime weapon uh why would |
185s | that be for the Epitaph Prime yeah so |
187s | the epap prime is actually a really |
189s | complicated weapon if you've ever used |
191s | it it's got a lot of moving Parts on it |
193s | lots of like little arms that move |
195s | around in articulate it's got like a |
197s | little scope thing on the top and it |
199s | shoots those huge square projectiles |
202s | that kind of um come back like they just |
206s | disintegrate from space and then come |
208s | back again so um uh it's really useful |
212s | for concept art to be laid out like a |
213s | blueprint like this so you can see every |
216s | single part clearly and then we can just |
218s | model it it's great yeah and leer was |
221s | the original uh concept artist for the |
224s | epith the base epith as well yep yeah |
226s | which is great hi liger is lier watching |
229s | I hope Leer's watching from home hello |
231s | um also I apologize to the panelists |
233s | because I've made this really difficult |
234s | for you guys to talk about the Epitaph |
236s | Prime without spoiling what's coming up |
237s | next although maybe some of you in the |
239s | crowd already know what's coming maybe |
242s | let's take a look at it fully constru |
244s | yeah hey there you go Cass this is your |
247s | work what was it like uh turning the |
250s | concept into this gorgeous uh specimen |
252s | we see here well it it's always it's |
255s | always a treat being able to work from a |
257s | concept that's that's that is that |
260s | detailed and uh yeah and then you always |
262s | end up embellishing a whole lot on top |
265s | of that because you can't always draw |
266s | every single little tiny detail into |
268s | everything so um um yeah I got to be |
272s | able to kind of add some flourishes and |
275s | um just put my own little touches onto |
278s | it in addition to Liar's amazing art the |
282s | Cass special all right so I know Cass |
285s | you mentioned that the EP as we know is |
287s | already a pretty complex weapon in terms |
289s | of movement and what you see in its |
291s | animation so why don't we actually take |
293s | a look at what this weapon looks like in |
295s | action we got a video here |
297s | yeah yeah ooh we love that |
302s | satisfying yeah charge shot that's a |
305s | good one it's also got a custom VFX as |
307s | well and I know we kind of had to um do |
310s | a bit of upgrading to the animations as |
311s | well to fit um how the epith functions a |
315s | little bit so shout out Tim sorman um I |
317s | know he I think he apologized you guys |
319s | for saying like sorry we made the epit |
321s | so complicated I'll fix it don't worry |
324s | but uh here we are looking the original |
327s | one the little arms on the side actually |
329s | stretch a whole bunch for these |
330s | animations so for to clean it up for the |
333s | prime I decided that we should probably |
335s | do like ball joints or something but um |
338s | Tim went further with it and decided to |
340s | streamline it even more once he got to |
342s | the animation phase so just alog |
344s | together it just ended up being a very |
346s | bespoke experience with this one yeah |
349s | looking really badass too all right so |
351s | what else do we have in this totally not |
353s | obvious based off of what you've seen |
355s | already upcoming Prime access how about |
357s | a new Prime Sentinel |
362s | oo more specifically the Nautilus Prime |
365s | yes our trusted railjack Sentinel wink |
369s | wink um and as you probably would guess |
371s | with this little guy uh the Nautilus |
373s | will be coming Nautilus Prime rather |
375s | will be coming with its signature weapon |
377s | the vergas prime and also some yeah some |
382s | Prime Sentinel accessories Cass we did a |
385s | did a little number here with these |
387s | anything uh anything interesting about |
390s | the uh accessories that we see them up |
392s | here yeah so this is a pretty |
394s | complicated Sentinel with some pretty |
396s | complicated looking uh accessories as |
398s | well we put a bunch of flourishes on |
400s | with the uh effects on this one to maybe |
404s | match something else a little better H |
408s | um also just so that you know you guys |
411s | can understand what you're seeing here |
412s | we've got the wings the tail and we've |
415s | also got the mask and it is being |
417s | modeled on the uh Nautilus Prime but it |
420s | will be equipable on any and all of your |
423s | Sentinels all right |
426s | so we've got the Epitaph Prime Nautilus |
430s | Prime the Prime Sentinel accessories got |
432s | some pretty good Clues here any guesses |
435s | on who might be the featured Warframe in |
438s | this Prime access oh my God no |
442s | hesitation yeah you got |
448s | it that was record speed also probably |
451s | some Cosmic twitch messages coming |
453s | through pretty rapid fire all right yes |
456s | our uh captain of The Tempest stari saag |
459s | goth Prime is our next prime access so |
462s | uh Greg what were some of the |
464s | Inspirations themes maybe even uh you |
467s | know uh epochs time periods that |
470s | inspired seag goth Prime yeah I think uh |
473s | seag goth obviously you know there's a |
476s | lot of Illusions to kind of a naval um |
479s | and a seab bearing sort of themes so for |
482s | this one Leer's concept was directed to |
485s | more towards more like 18th century you |
487s | know you see the TR tror Tri corn hat |
490s | motifs maybe a little powdered wig a |
492s | little braid um you know the tassel on |
495s | kind of a parade night naal uniform um |
498s | and so you know obviously knocked it out |
500s | of the park it's a very seag goth is a |
502s | very complex character you know in |
505s | normal form and I think um the prime |
508s | only Cascades the complexity High 100% |
511s | And now another liger original here |
513s | liger also the original concept artist |
516s | of seag goth now Carrie what's it like |
519s | for an artist to come back to their |
522s | previous work and get a chance to make |
524s | something Prime out of it uh well it is |
526s | a bit of a different thing for us |
528s | because you know like often an artist |
530s | does a piece and then it goes out but |
531s | with live surface things sort of come |
533s | back to you so I guess um you know for |
536s | other Industries you'd be doing your |
537s | sequels and stuff like that if you're |
538s | lucky enough to and in our case you know |
540s | you get to come back to something like |
541s | this and suddenly you're doing a |
542s | powdered wig and Warframe so yeah super |
545s | special for our concept artist um I know |
548s | we've got kind of like a don't talk to |
550s | me or my son or my grandson situation |
552s | happening in the concept for those of |
555s | you who are familiar with seag goth you |
557s | you'll recognize the little dude or |
558s | maybe not on the end there we'll get |
560s | back to him in a bit but of course an |
563s | essential To seag Go's characteristic is |
567s | his shadow yeah yeah and this is this is |
572s | crazy the exalted Shadow yeah Cass Cass |
575s | has got the uh I'm a fan got the claws |
578s | unlocked there um this is obviously very |
581s | very cool um what was the direction of |
584s | the shadow in comparison to seago was |
587s | there some kind of like additional |
588s | resources or um references that were |
591s | used yeah you can tell in the concept |
594s | excuse me you know some of the Quilted |
596s | tufted leathers and fabrics obviously |
599s | some you know deep sea creature some |
601s | fins and you know um the Sha well it's |
604s | kind of almost like a shawl on top of um |
607s | the saag goth Prime so it really kind of |
610s | exaggerates the profile and makes it |
612s | much more Regal and U you know blending |
615s | both the creature and almost like a |
616s | parade uniform and you know so really um |
620s | bringing up the the feeling of kind of a |
622s | Regal Royal and parade uniform so oh we |
626s | love that um on the left there we also |
628s | see kind of like a rough rough sketched |
630s | outline of what I believe is base shadow |
634s | um so how does the team create such |
636s | extravagant designs that can still fit |
639s | on the base mesh that is already need to |
641s | consider you know this is a playable |
644s | character it has abilities it has his |
645s | own set of abilities you still need to |
647s | be able to see nothing needs to off |
648s | youate players view so how do you guys |
650s | go in achieving that and getting |
652s | something like this uh something like |
654s | this is probably something you do after |
655s | you've been doing it for a long time you |
657s | know that that does help but um you know |
659s | the premises like if you were sculpting |
660s | with Clay you'd have like the wire |
661s | Armature at the bottom and that's how |
663s | your arms and your shoulders and |
664s | everything move and that's still you |
666s | know the major points um but then beyond |
669s | that you know it can get more and more |
671s | complicated as time and I think you know |
673s | Greg you've had to do these things for |
674s | years and years so like is there three |
676s | top tips for that uh you know there's |
679s | really no secret I think there's a lot |
680s | of trial and error and um you know we |
682s | use a software like base camp that |
684s | tracks enti progress of a task and we |
686s | were just talking about it earlier in |
688s | backstage and um you know kind of when |
691s | you review a particular asset and the |
693s | steps it goes through back and forth um |
696s | sometimes it's it's a little bit of just |
697s | hard work and a lot of perseverance and |
699s | we can kind of get it there and really |
701s | comes together in last 25% yeah and come |
704s | together it did because this is this is |
705s | a crazy we're going to maybe get a |
707s | little bit of a closer look at it later |
709s | um but why don't we get into an |
711s | accessory coming with SE golf Prime |
713s | access which is a our first uh Prime |
718s | Signa to ever come in a prime access and |
721s | I also believe this is the first Signa |
723s | style where we kind of divert away from |
726s | the Halo stylings that we've been doing |
728s | thus far so why did we want to take a |
730s | new Direction with it with uh |
732s | seov oh because uh we were trying to |
735s | take some stylings from the uh character |
738s | himself and we thought it would be just |
740s | cool if you could put this plume on any |
743s | character cuz why not it's cool yeah |
746s | everyone become can essentially become a |
748s | a a cool really Regal P pirate I guess |
752s | at the end of the day um we've also got |
756s | yeah we're going to transition into some |
758s | in-game shots here um so um we've got of |
762s | course the model here and it I think has |
764s | you had mentioned that there was some |
765s | pretty interesting things going on with |
766s | that like golden Sheen that we also see |
768s | on there yeah so we noticed this on the |
770s | character the character artist was doing |
772s | something really interesting um usually |
774s | with emissive that that tail is emissive |
777s | by the way um we just put black black as |
780s | a background so that the emissive color |
782s | comes out more boldly but um the |
784s | character artist actually put um just |
787s | the gold underneath it and let it shine |
790s | through a little bit so you get this |
792s | beautiful like ephemeral look of just |
794s | this gold gleam over everything it's |
797s | honestly stunning I was running around |
799s | with it in the dev build the other day |
801s | and the the feathers bounce around with |
803s | you and you get that beautiful Sheen |
805s | coming through so good job CZ good job |
807s | Team all right character Team character |
810s | team shout out all right do you guys |
812s | want to see seag go Prime yeah all right |
816s | there's our |
817s | boy yeah beautiful beautiful boy all |
821s | right Antonio is a wizard uh because |
824s | taking this from concept to what you're |
826s | seeing here is absolutely also um you |
828s | can now actually see the back of him |
830s | which uh was something that you guys |
831s | didn't see in the concept so you can see |
833s | even more of that extravagant kind of |
835s | design coming through there um as you |
838s | mentioned seos base model is pretty is |
842s | fairly complex as is so how did you guys |
844s | make it possible to kind of push the |
846s | limits of how seago could look yeah I |
850s | think each prime is its own unique |
852s | challenge we obviously want to preserve |
853s | some of the original um for pretty |
856s | pragmatic tenen reasons right so some |
858s | people want to mix and match their |
859s | outfit for Prime Parts um but in in the |
863s | case of seag goth Prime you know the |
864s | real work was quite extensive there's a |
867s | significant amount of the vanilla body |
869s | underneath so you be able to swap stuff |
872s | but you know in order to kind of serve |
873s | the design and you know it's it's it's |
876s | not such a significant departure in |
878s | terms of the themes but I think this is |
881s | this Prime in particular is very very |
883s | special again sagoth the original saag |
886s | goth is a complex one yes and this one |
888s | just kind of UPS to notch a little bit |
890s | um so yeah it's um again I think with my |
894s | previous answer there's there's no real |
895s | secret sauce it's just kind of judging |
898s | what we can keep and what can we can can |
899s | rework and SE goth Prime is an example |
902s | where um we put a lot of effort into |
904s | really um jazzing them up significantly |
907s | yeah and he's stunning now remember how |
910s | I mentioned the little guy in the |
912s | concept well if you are a seag go player |
914s | you know about his passive when you're |
917s | down so he's got a really crazy |
920s | Tombstone um I don't even I don't feel |
922s | like it's correct to call this a |
924s | tombstone it's too nice um and Seth is |
928s | going to have to open up his own |
929s | personal Museum of himself with all the |
932s | Tombstones he's racking up at this point |
934s | um but we got kind of like a little bit |
935s | of like a |
937s | grean styling here uh were there any |
939s | other kind of like references used it |
941s | looks it does look like a museum |
943s | piece uh yeah I think um Antonio kind of |
947s | took parts of the original mesh and then |
950s | we you know you can see in the concept |
951s | we wrap this cloth around it it's you |
953s | know it it it's not really a tombstone |
956s | at this point it's almost almost like a |
957s | shrine or a pedestal right |
959s | um uh it's very like vanity times a |
963s | thousand I think but uh but I think saag |
967s | goth deserves it so 100% it looks |
969s | amazing it really does and now um while |
973s | seag goth is living lavish in his |
975s | Tombstone Shadow Prime is going to be |
977s | hard at work trying to bring him back |
980s | yeah yeah |
983s | yeah um those claws are crazy |
987s | um are they bigger ger than the than the |
990s | base of a goth or are they just |
994s | cooler well it is hard to have anything |
996s | look worse when some gold so you know |
999s | great Point Gary great Point um also um |
1003s | Shadow would probably make a really good |
1006s | luno player he's basically got aradas |
1009s | for arms at this point all right so oh |
1014s | also the tail the tail is really fun the |
1016s | tail does kind of swish around a little |
1017s | bit when you're moving around it's |
1018s | really fun |
1020s | um all right we are going to so we've |
1024s | seen every single piece of seag goth |
1026s | Prime in seag Goth Prime access now why |
1029s | don't we get a 360 look at seag goth |
1032s | Prime and his exalted Prime Shadow there |
1036s | he is we'll give him a spin all |
1039s | right so to recap we have sagoth Prime |
1045s | his exalted Shadow Prime the Epitaph |
1047s | Prime the prime signal |
1050s | Nautilus Prime Sentinel The Sentinel |
1052s | Prime accessories and those are all |
1054s | coming in our next prime access all |
1058s | right I'm going to let him complete his |
1061s | spin there but it wouldn't be an art |
1063s | panel without what's that temp Prime |
1068s | The Tempest stari Prime did I just hear |
1071s | you want a tempest stari Prime I guess a |
1074s | a prime Captain does need a prime |
1077s | ship Carri |
1080s | I don't know that's a big that's a big |
1082s | ordeal it's an idea it's an idea it's an |
1084s | idea all right keep that keep that in |
1086s | the back of our minds um it wouldn't be |
1088s | an art panel without showing you guys an |
1090s | next Delux skin right all right we're |
1094s | going to introduce you now to caliban |
1100s | delugs let's see our boy yeah |
1109s | yes uh what an upgrade oh my god um okay |
1114s | so there are some very cool themes here |
1118s | um what were the main source materials |
1121s | for calaban |
1123s | deluxe uh yeah I I think the original |
1126s | calaban is sort of um a a character out |
1129s | of Shak Shakespearean play um and it |
1132s | kind of portray it as a half human half |
1134s | creature so those are the themes we were |
1136s | exploring at the very beginning when we |
1137s | were concepting this um so something was |
1140s | settled on that kind of The Duality and |
1142s | that that is what caliban original |
1144s | calaban is as well in Warframe so here |
1147s | sort of a you know a medieval armored |
1150s | Soldier and maybe a bit of like a sea |
1153s | creature from the deep from the swamp |
1155s | you know kind of blending those two |
1158s | elements together right and now Carrie |
1162s | how does the team go about choosing |
1164s | Deluxe skin themes uh for warframes |
1167s | while still kind of honoring and M |
1169s | maintaining the core visual elements of |
1171s | the Warframe and obviously more |
1172s | specifically caliban Deluxe here that is |
1175s | a uh definitely a group effort like |
1177s | Rebecca's very involved with that step |
1179s | as well and there's lots of uh people |
1181s | who I identify with each Warframe quite |
1183s | well so it's well advocated for and you |
1185s | work your way through ideas and uh |
1188s | thumbnailing stage and you know there's |
1190s | lots of ways to step yourself towards |
1192s | that which is what we need to do right |
1194s | pretty sure you'd want to make a point |
1195s | on one of the other themes for it oh |
1197s | yeah well you we we you try to settle |
1200s | down on a on a on a main team and over |
1204s | what Greg mentioned early on we decided |
1207s | to do more of a death KN kind of VIP on |
1210s | this one still trying to keep uh some |
1213s | characteristics from caliban itself so |
1216s | you have the middle section still open |
1218s | we went a bit more overboard with the |
1219s | VFX there and we know all these |
1223s | accessories are going to be also |
1225s | inheriting some of this Marco you're |
1228s | you're spoiling for people um so yes a |
1232s | core element of caliban's Kit as you may |
1236s | know uh and kind of lends to his senting |
1238s | nature is of course his lethal progyny |
1241s | conules which as you can see here have |
1244s | also been deluxified if we come back |
1247s | over to these |
1251s | [Laughter] |
1253s | yeah yeah so from their heads to their |
1256s | toes to their baton they don't have toes |
1258s | to their baton arms um they got a |
1262s | completely new look and you guys really |
1264s | went the extra mile with this Deluxe |
1266s | because I think originally the conules |
1268s | maybe weren't going to get Deluxe finded |
1270s | and you guys are like n we got to make |
1271s | it we got to pull it all the way through |
1273s | so how did you go about creating such a |
1275s | complimentary companion to calaban |
1278s | Deluxe well you you still try to keep |
1280s | some of the characteristics from the |
1282s | original character in this case uh the |
1285s | armored look we we still have some of |
1287s | the of the clo in in the back uh of |
1291s | course you have to still U go over with |
1293s | a rig of the original asset in this case |
1296s | was the the conal list but we gave them |
1299s | Buton arms or back scratchers back |
1303s | scratchers all right so obviously we |
1306s | need a equally deadly weapon skin to |
1310s | complete the look so this brings us to |
1312s | this insanely cool Scythe Deluxe skin um |
1316s | Cass tell us a little bit more about |
1317s | this yeah so um on the character there's |
1322s | a lot of like flushy areas and stuff we |
1324s | we kind of want to change those areas |
1326s | into something that's not flesh because |
1328s | you don't have a weapon that's made of |
1330s | like your arm or something that' be |
1331s | weird so we kind of leaned more into the |
1334s | um hard materials and stuff with this |
1336s | one but we still wanted to retain some |
1339s | of that ephemeral kind of or ethereal |
1342s | kind of look to it so we've got the top |
1345s | section is actually floating on the |
1347s | effects there and this folds up just |
1349s | like the original the Vado um but it is |
1353s | a scythe skin for all the sites so |
1355s | styled after the Vado but skin for all |
1359s | yes all right so a deluxe collection |
1361s | obviously wouldn't be complete without |
1362s | some kind of cosmetic accessory as well |
1365s | so why don't we transfer The Haunting |
1367s | Aura of calaban deluxe into an |
1370s | [Music] |
1373s | ameera yeah um what |
1379s | well you you follow the same theme of |
1381s | this summoning that night and in this |
1384s | case maybe the souls he is picking from |
1387s | and right there |
1389s | available oh we love it look at those |
1391s | guys go oh my goodness all right so |
1394s | that's not all for calaban tenno you'll |
1397s | want to tune in to tenno live to learn |
1399s | more about caliban's |
1404s | future |
1406s | o all right so since we see caliban uh |
1410s | hanging out in Al Brick's Laboratories |
1411s | living his best life uh we're going to |
1413s | switch it up here and we're going to |
1414s | have a look at some of the foundational |
1417s | Concepts that brought us the labs and |
1420s | the man on thewall environments from The |
1422s | Whispers In The Wall update so we're |
1426s | going to start with this one here Marco |
1427s | this one's really cool what are we |
1429s | looking at here these were very early |
1432s | steps into the man in the wall project |
1435s | in this case uh we knew we were going to |
1437s | tie them to the enty lab |
1439s | so we took what we had at the time which |
1441s | was uh the Deo |
1444s | Hall and try to represent the man in the |
1448s | wall in this case start |
1451s | ideating what would it look like in this |
1453s | case literally overlapping to our |
1456s | reality and breaking the walls and |
1458s | coming through the walls o yeah opening |
1460s | up that door into something like this |
1462s | yeah yeah gradually you you try and |
1466s | picture what's on the other side and |
1468s | this case you have this weird kind of |
1470s | Labyrinth Sky Box on top some some of |
1474s | this floating weird architecture right |
1477s | initially we went very generic uh like |
1479s | floating p and bits and gradually we |
1483s | tried to integrate some more uh |
1485s | architectural pieces from the brutalism |
1488s | architecture yeah actually we see that |
1490s | in we're starting to kind of see that in |
1491s | here right yeah yeah and also the you |
1494s | know poor |
1496s | Excalibur um a very huge P it is yeah it |
1499s | kind of gives you an idea um of of what |
1501s | you guys were going for in terms of |
1503s | scale like really making this tat feel |
1506s | impactful and kind of dreadful at the |
1508s | same time right like bigger than bigger |
1510s | than you bigger than anything well we |
1512s | haven't really meant to imply that the |
1514s | man in the wall would be like a happy |
1515s | person or anything so very fair um oh |
1519s | glad you brought that up Carrie because |
1520s | we can't talk about these uh |
1522s | environments without actually talking |
1524s | about the man in the wall |
1525s | himself yeah this is crazy I know there |
1528s | could have been in like a a million |
1530s | different ways you guys could have gone |
1531s | in integrating um what we know the man |
1534s | as the man in the wall as now um so how |
1537s | did you guys settle on those particular |
1540s | elements pulled from our boy |
1543s | Wall-E um well I mean at the beginning |
1546s | we were looking at uh a lot of body body |
1549s | horror aspects and stuff right down |
1551s | close and um you know you do have to to |
1555s | be honest like what is achievable if you |
1557s | have to do like a character for |
1559s | everything that's not going to get done |
1561s | now so uh we simplified in the |
1564s | foreground but there's a lot of those |
1565s | elements in the Sky Box and similar and |
1567s | you know you can see how we uh sort of |
1569s | made progress on that uh over time right |
1572s | we're seeing a bit more of kind of like |
1573s | that brutalism that you guys were |
1575s | talking about a lot of stairs and ramps |
1577s | that don't really go anywhere maybe |
1580s | foreshadowing our our uh prospects here |
1583s | but um we also see that a little bit |
1586s | more in here as well |
1589s | yes a lot of overhead and floating |
1591s | pieces as well yeah in the environments |
1594s | yeah and I guess that also would have |
1595s | lended over to the murmur faction too |
1597s | right okay very much wanted being a |
1599s | cross-pollination right awesome all |
1602s | right so I believe uh oh do I have one |
1605s | more here oh we do um this is kind of |
1608s | getting to more what we're familiar with |
1611s | now uh as you roam around the man- inth |
1613s | wall towel set so um we also added |
1617s | something here too I believe |
1619s | gradually you try to add elements to the |
1621s | to your Reginal team in this case we |
1623s | started implementing like sand floors |
1626s | and sand flowing up weirdly enough why |
1629s | does it flow up Marco well we know it |
1632s | it's a void Dimension it doesn't really |
1635s | have a specific time flow as we normally |
1639s | will uh right look at eternalism Eternal |
1642s | eternalism all right so from concept to |
1644s | execution there are obviously many |
1646s | stages uh to how a level actually gets |
1649s | built um so let's take a look at the uh |
1652s | part of the fragmented uh Arena where we |
1654s | went from yeah gray boxes here to what |
1657s | you kind of know it as now and uh we're |
1661s | going to see a bit more of that sand |
1663s | going the wrong way but man lighting and |
1667s | uh volumetric fog makes a huge |
1669s | difference it it really does help yeah |
1672s | we can't say enough it's like thank |
1673s | thank you Graphics programmers you're |
1676s | great yeah thank you for that because it |
1677s | really brings a certain kind of |
1680s | moodiness and and liveliness to these |
1682s | towel sets um while you're hacking and |
1684s | slashing away there and uh props to the |
1688s | environment team and oh yeah it's a team |
1691s | sport all the way down but yeah yeah |
1693s | which there you go you can see their |
1694s | lovely names of the wonderful people who |
1695s | worked on that particular tile so yeah |
1698s | yes please applaud them please they |
1700s | deserve it they deserve their flowers |
1703s | absolutely oh that gave me gave me |
1706s | chills all right so uh we've seen how |
1709s | the man- in thewall sausage is made it's |
1711s | time for us to explore Al's laboratory |
1714s | since these two areas are very highly |
1717s | intertwined of course um what were the |
1720s | early days of mapping out Al's |
1722s | Laboratories like uh well we were |
1725s | working from uh some of the prior work |
1727s | with damos so you know you'll see a lot |
1729s | of the same bones but of course this has |
1731s | uh far far more flourish and you know |
1733s | there was what would a mad Victorian |
1736s | scientist in a Sci-Fi world wielding |
1738s | void Ury |
1740s | do a lot of things apparently and a lot |
1744s | of really neat Machinery to accomplish |
1747s | those tasks some Arcana and what not |
1750s | time seems to be a very important theme |
1752s | Here Yeah if you need to time your eggs |
1754s | or go back in time you've got your |
1757s | machine right there thanks Albert all |
1760s | right also obviously oh actually before |
1762s | we yeah before we get to that we have |
1764s | this of course uh the streaming |
1766s | connector so what Bridges the gap |
1768s | between the sanctum anatomica and you |
1770s | actually entering Al's Laboratories and |
1773s | this is a a crazy area like I mean |
1775s | you're only in there for so many seconds |
1777s | but it's just there's a lot happening |
1779s | and I really want to know how you guys |
1781s | go about concepting something that's |
1784s | going to obviously have so much movement |
1786s | and impact I think that one actually |
1788s | Rebecca may have mentioned some of the |
1790s | early type of like gyroscope and clock |
1792s | connections and stuff like that then you |
1794s | kind of rough it in in the space and |
1796s | then you do a few versions to give |
1797s | yourself motion sickness and then once |
1799s | you get past that um you start to get |
1802s | into sort of the same ornate family that |
1804s | you see in a lot of other pieces right |
1806s | yeah like Ians uh a lot of those highly |
1808s | moving parts that we've seen already in |
1810s | Warframe all right now uh once you |
1813s | actually get into the Lambs you get see |
1815s | a bit more of that opulence that classic |
1818s | in stylings and uh not only that but we |
1823s | also of course get very familiar with |
1825s | the vessels in these areas and this is a |
1829s | very early concept of the vessel so how |
1833s | was that process like well initially |
1836s | didn't start as vessels we were thinking |
1839s | about albre potentially taking elements |
1842s | from the man the wall Dimensions or |
1844s | parts of it and bringing it back to the |
1847s | labs and and running experiments or |
1850s | research in general so yeah you will |
1852s | have different body parts looking |
1856s | things happening in the labs |
1859s | yeah and that's actually what sparked |
1861s | the the idea to make a whole a whole |
1864s | person whole figure about it and which |
1867s | became the vessel later on all right we |
1870s | put all the pieces together the heart |
1871s | the brain I know there's a brain |
1872s | floating around there in the towels and |
1875s | uh yeah we get to see a little bit more |
1877s | of that kind of exploration here as well |
1880s | yeah and I |
1881s | think help to that idea was the fact |
1884s | that we were doing a hub around it so we |
1887s | to feel very big space that was a very |
1890s | iconic moment where you're coming down |
1892s | out of the staircase you go through the |
1893s | doors and then he's kind of leaning and |
1895s | it was the thing that kind of check mark |
1897s | for the scene um that it all worked so |
1900s | yeah thank you Alberto thank you Alberto |
1903s | yeah was really impactful moments and |
1904s | here is kind of like where we're seeing |
1906s | ultimately where we landed with the |
1908s | vessels um a bit more familiar to what |
1910s | we what we know it as now um and then I |
1914s | do believe we also have a very cool |
1917s | progress video of Al's Laboratories with |
1919s | a tile that prominently features the |
1923s | vessels yes it's amazing to see and this |
1927s | is only 40 seconds of a video but this |
1930s | is like potentially months of work put |
1933s | put in from the team at this step you |
1935s | know a lot of like the Lego pieces so to |
1937s | speak so like your walls and things like |
1939s | that are pretty well established so |
1940s | parts of it click in pretty quick but um |
1943s | yeah the the work to get to the point |
1945s | where these things can go quickly is |
1948s | it's a it's a huge pile so absolutely |
1951s | and again that lighting coming in the |
1953s | volumetric fog just making it so moody |
1956s | yeah and there's the sand again it's |
1958s | back all right yep again another |
1962s | Applause for our wonderful |
1968s | team and we can't talk about Whispers In |
1972s | The Wall without talking about 1999 |
1975s | right so I love this this piece I just |
1977s | want to say no it's it's one of the and |
1979s | it's also one of the cooler well there's |
1982s | lots of cool moments in that Quest but |
1983s | this is a pretty fun moment of the quest |
1984s | you know you're wandering around the |
1985s | labs you hear that like subway chime you |
1988s | hear the voice over come on and then the |
1990s | next thing you know it's ripping right |
1991s | in front of you and um it kind of leads |
1994s | us |
1996s | into uh the really really cool uh moment |
2000s | with Arthur and uh is this kind of is |
2003s | this is this the Arthur concept is this |
2005s | where you guys kind of envisioned that |
2007s | going in the |
2009s | quest uh this would be illustrating some |
2012s | of the early ideas for the quest yeah um |
2014s | you know we hadn't completely settled on |
2016s | Arthur at this point as you can kind of |
2018s | tell by the the head but you know other |
2020s | than that yeah this is trying to capture |
2022s | those moments which I think you know |
2023s | folks will remember from the quest |
2025s | fairly clearly yeah absolutely and then |
2028s | yeah we can see a little bit here of |
2029s | that um building out the subway itself |
2033s | and I imagine you guys had quite a |
2034s | myriad of references to pull from uh |
2037s | 1999 |
2038s | and uh was there uh anything in |
2041s | particular that kind of helped build |
2043s | this Subway area up that we're briefly |
2046s | in for a little bit |
2049s | but well I mean like some of us were old |
2052s | enough to experience it pretty well so |
2054s | fair enough y fair enough all right |
2057s | and we're so glad everybody was able to |
2060s | get here because it sounded like a bit |
2061s | of a bad couple of days so yeah it looks |
2064s | like history is repeating itself and |
2066s | maybe Mike has a iic um I don't know |
2070s | some kind of look into the future yeah |
2073s | uh we didn't have a crystal ball but you |
2075s | know we were thinking about it yeah |
2077s | things haven't changed much since 1999 |
2079s | but what a strange relic of the past oh |
2082s | wow we also see someone's kind of poking |
2085s | their hat out there in the |
2086s | window we also obviously can't talk |
2089s | about uh This Moment In The Quest |
2090s | without bringing in our boy |
2092s | Arthur yes we love Arthur we love Arthur |
2096s | and OB uh also more specifically his |
2098s | weapons which you guys have been asking |
2101s | uh us to give you and luckily if you're |
2104s | watching this panel and the rest of the |
2106s | panels you are actually earning the ax |
2108s | 52 that you see in his hand right now |
2110s | via twitch drops and if you guys are in |
2113s | here right now don't worry we're sending |
2115s | you an email with the code um so let's |
2117s | have a look at some of the exploratory |
2119s | Concepts that went into the ax 52 now |
2123s | Cass as I understand it this was a |
2124s | pretty interesting exercise for the team |
2127s | on you know going through a more kind of |
2130s | traditional Weaponry yeah so everyone on |
2133s | the team has different uh likes and |
2135s | dislikes and like things that they're |
2136s | comfortable with making and things that |
2138s | they really want to make people like |
2140s | doing infested people like doing the |
2142s | Corpus stuff or the tenos stuff there |
2144s | are some people who really just wanted |
2145s | to make some real life weapons and this |
2148s | is about as close as we're going to get |
2149s | in Warframe um and we had two very |
2152s | enthusiastic people working on this |
2154s | people who are big fans of the original |
2157s | real life counter are part of this |
2159s | weapon obviously the AK-47 so it was |
2161s | really cool to see their enthusiasm come |
2163s | through on both the concept and the |
2165s | modeling of this weapon yeah we can see |
2168s | that we're getting this final concept |
2171s | piece that brought us to of course the |
2174s | weapon itself this is very cool and |
2177s | again ax 52 this is yours guys it's a |
2180s | full-blown weapon that you'll be able to |
2182s | use now we can't forget about Arthur's |
2185s | melee weapon either |
2188s | yes and uh this will be a sword skin |
2191s | that you can equip on your swords now um |
2194s | the cloth around the rasso of the sword |
2199s | I'm not sure I'm not a sword olist I |
2200s | don't know what that is but is it is it |
2202s | fashion or is it function maybe a little |
2205s | both you know like you got to wipe your |
2207s | sword off |
2208s | sometimes arur sty conveniently red |
2211s | colored you know just you never know |
2213s | what you're going to be wiping off maybe |
2215s | it's just ketchup or something right |
2217s | well run some jam on your toast in the |
2219s | morning you know yeah Arthur's got to |
2222s | feed himself before he goes out and |
2223s | hacks and slashes all those Bad Dudes |
2225s | out there but were there other kind of U |
2228s | embellishments that we explored other |
2231s | than the cloth for the sword yeah at |
2233s | some point we were thinking about |
2234s | putting maybe a tagachi or something on |
2237s | it the idea of Arthur having a little |
2239s | tagachi buddy |
2242s | is incredible I think we need to maybe |
2244s | make that happen at some point um but |
2246s | yes you will be able to equip this uh |
2248s | protocol sword skin on all of your |
2251s | swords in the 1999 update we've also got |
2254s | more 1999 weaponry and here's something |
2257s | you guys haven't seen |
2260s | yet yeah it's a good one all right we've |
2265s | got like a camcorder situation going on |
2267s | in there so Cass what do we what's going |
2270s | on with this here weapon yeah it's got a |
2272s | little '90s style little flip out screen |
2276s | you know it's '90s yeah |
2278s | and again like this was um probably a a |
2281s | cool way for you guys to explore a bit |
2284s | more what we can do like on the tech |
2286s | side of things like how do we want to |
2287s | implement more of that '90s Tech into |
2289s | even our |
2290s | Weaponry yeah so all of the textures |
2293s | that we're exploring here are um going |
2295s | to be shared across all the weapons and |
2297s | stuff and we've got these weird tubes |
2300s | going on there I wonder what those are |
2301s | for oh can we can we tell them or is |
2304s | that not not yet oh I see Greg shaking |
2306s | his head spoilers spoilers okay nope |
2308s | we're not going to get into it |
2310s | anything um here we can see it actually |
2314s | yeah yeah now I really want to know |
2317s | what's in the tubes I keep looking oh |
2320s | all right we'll have to just wait and |
2322s | see and um it does bear a similar theme |
2327s | to some other things you may see later |
2330s | on all right so we got a bit of a an |
2334s | interim here um we're going to look at a |
2337s | little bit more more of the 1999 content |
2339s | to come but before let's take uh a |
2343s | moment to announce that there will be a |
2345s | limited time opportunity for players to |
2347s | submit their 1999 themed Drifter |
2351s | accessories so uh if you are a tenen |
2354s | artist or if you are a aspiring tenen |
2357s | artist I know we actually have a tenen |
2359s | workshop Cass you're going to be on that |
2361s | for those of you attending here I think |
2362s | it's at three yeah how many tenen people |
2365s | are out here in the crowd |
2368s | there's a |
2370s | few I heard a clap but if you'd like to |
2373s | yeah check out the uh T yeah but if |
2377s | you'd like to get in some cool 1999 |
2379s | accessories we will have a more detailed |
2382s | post after tenno live tonight so you |
2384s | want to keep your eyes out for that what |
2386s | do you guys uh what do you guys want to |
2388s | see our tenno genen artists do for 1999 |
2391s | content there's so much well obviously |
2393s | shutter Shades all right yes yes okay |
2397s | see people are agreeing all right we are |
2402s | going to change gears here change gears |
2406s | thank you kez put that in just for you |
2409s | uh we're going to take a look at |
2410s | warframe's next vehicle the atomy cycle |
2413s | but since AE was introduced with the |
2416s | atomi cycle earlier this year um it only |
2419s | feels right to also introduce you to her |
2425s | floof yes very adorable we have Arthur |
2430s | now we have OE Greg what's it what's it |
2432s | been like for the team |
2433s | to kind of venture out in in floofs yeah |
2437s | these are really fun um I don't want to |
2441s | spoil too much but these might not be |
2443s | the only Flo that might be coming um but |
2447s | yeah we we made one for Arthur and um |
2450s | AWI was a logical choice but again I |
2453s | don't want to spoil too many things here |
2455s | so okay we keep it safe all right so |
2458s | we're going to take a closer look at the |
2460s | atomic cycle that AE was leaning on |
2462s | we've got a really cool video to show |
2464s | them off let's see the atomic cycle |
2469s | yeah yes yes de has a lot of motorcycle |
2473s | uh enthusiasts and actually a lot of the |
2476s | a lot of the animators actually ride |
2478s | bikes which came in |
2480s | handy and uh I know Cass you're a you're |
2483s | a fan of motorcycles and you're also |
2486s | maybe a really good friend of the stugs |
2487s | so oh I'm hearing oo and Oz yes did the |
2490s | skin change yes there will be skins a |
2493s | few skins coming yes we do have a few |
2494s | skins coming aren't all of them by the |
2496s | way oh oh I didn't know that oh Cass |
2499s | keeping secrets um so yeah tell us Cass |
2502s | what's it been like to bring this new |
2504s | vehicle into into Warframe with the team |
2506s | so um when I got word that we needed um |
2509s | theama cycle ready for the packs trailer |
2512s | pretty quickly I decided that I needed |
2514s | to become a motorcycle expert very |
2516s | quickly so that I could lead my artists |
2519s | uh to create the motorcycle there no way |
2521s | I was making it that fast so I recruited |
2524s | three of my guys um it was Andrew um |
2528s | Fodor and Vladimir and we worked |
2532s | together to bring this to life and then |
2534s | I did the final textures on it and then |
2536s | we started making skins and that's the |
2538s | really fun part yes that's the fun part |
2540s | and I and I as understand it there'll |
2542s | also be um color customizable to a |
2544s | certain degree yep yeah and we love that |
2548s | yeah oh a clap we got yeah yeah we love |
2550s | fashion we love fashion and Warframe we |
2552s | love |
2554s | colors um all right so with such a cool |
2559s | um bike you're going to need an equally |
2562s | cool pair of keys set of |
2566s | keys and I don't know if the camera is |
2569s | able to get like a cool shot of Cass but |
2571s | Cass you you always come with the props |
2573s | and Cass made a real atami Cy well real |
2576s | I don't atomi Cycles don't exist but |
2579s | yeah I don't know if you guys can see |
2580s | that but looking |
2582s | fresh um now obviously I think we can |
2586s | tell which of the keys is the atomy |
2589s | cycle key do the other keys do anything |
2591s | are they anything special house keys |
2594s | there's something scratched out there on |
2595s | one of them I wonder what that one says |
2597s | okay take your screenshots y'all and try |
2599s | and see if you can decipher that all |
2602s | right now um we also have a video here |
2607s | uh from our animation team and I don't |
2610s | believe this is the first time you guys |
2611s | are actually seeing some of the oh man |
2614s | yeah okay this is the first time you |
2615s | guys are seeing some of this so let's |
2617s | see a little bit of |
2619s | it |
2621s | see yep |
2623s | yep um this is very oh oh orthopedic |
2628s | surgeons look |
2630s | away yeah incredible so that's just some |
2634s | of the animations just a little just a |
2637s | little there's a lot they're very |
2639s | there's a lot um yeah shout out Jay too |
2641s | who is also a rides a motorcycle as well |
2645s | so you go all |
2648s | right now we've got the cool fast bikes |
2651s | we've got the cool keys where are you |
2654s | going to |
2655s | go how about the |
2660s | mall |
2662s | what we're going shopping |
2665s | actually yeah |
2668s | a mall in Warframe this looks very |
2670s | familiar to me because this was my old |
2672s | stomping grounds as a a mall rat myself |
2675s | but this is not what I would expect to |
2678s | see in Warframe so it's going to be kind |
2681s | of hard for us to talk about some things |
2683s | without spoiling anything |
2685s | but can we say anything about this |
2690s | hallway or not it might be very familiar |
2693s | at some point for players okay okay oh |
2696s | it does get more familiar yes it does um |
2700s | with a little hint of something new |
2702s | though this isn't exactly the infested |
2704s | were entirely familiar with um we went |
2706s | from something like really pristine and |
2709s | Polished here to kind of a mess and uh |
2713s | I'm just curious uh what's going on here |
2715s | what we got what we're looking at well |
2716s | we know that the infested are a part of |
2719s | the 1999 experience so in this case we |
2722s | were trying to see how we could make |
2724s | them a bit more spicy for this section |
2728s | the investigate get spicier than what |
2730s | they are right now oh my God I'm |
2732s | terrified apparently they do oh my god |
2734s | um Corey um actually let me know as well |
2737s | I'm going to just read a quote here um |
2740s | you wanted to create angler fish like |
2742s | lures to um kind of pull out any |
2745s | potential victims he pulled a lot from |
2747s | arcade games and other electronics to |
2749s | kind of merge in with that infested |
2751s | style appropriate era TVs and stuff like |
2754s | that and um referenced a lot of jungles |
2756s | and abandoned malls maybe maybe one that |
2758s | we are familiar with but we also have |
2762s | got to have a furniture store uh perhaps |
2765s | you're looking for a mattress um |
2767s | hopefully not the ones you get at cedus |
2770s | um cuz they're kind of nasty um yeah |
2773s | we've got again not sure how much we can |
2775s | really Spill the Beans here on but uh no |
2779s | there'd be some very upset people who |
2780s | will be showing up later that would kill |
2782s | us y well let's take a look and see um |
2784s | what else is going to be there oh |
2788s | the mall's Watering Hole we've got pizza |
2791s | Burgers um and a high chance of food |
2793s | poisoning I'm guessing as well um yeah |
2796s | the graphics are very fun for this |
2798s | actually this might look familiar to you |
2801s | guys maybe tease this a little maybe |
2804s | tease this a little bit yeah all right |
2806s | so you fill up on Pizza you fill up on |
2809s | Burgers you take your greasy grubby |
2812s | fingers over to the |
2813s | arcade |
2815s | mhm um I can smell this carpet through |
2820s | the the screen it's just |
2824s | feet um this is cool though because we |
2827s | have a chance to make some games within |
2831s | a game any games that we |
2834s | can spoil anything about the games well |
2837s | yeah I mean this is uh some folks |
2840s | childhood right there as well so it's an |
2842s | interesting location for us to uh to see |
2844s | and I think you'll get a kick out of it |
2846s | later uh today yes yes yes thank you |
2850s | yeah you will be visiting this later |
2854s | today don't be late I think everybody |
2856s | expected that per yeah okay yes this is |
2859s | true this is |
2860s | true all |
2862s | right we're getting up to our our final |
2865s | area here what's the time looking like |
2868s | all right so now who might you meet in |
2872s | 1999 what characters will you come |
2874s | across maybe even in a place like this |
2878s | how about a new |
2880s | [Music] |
2883s | Warframe this is a Keith Thompson |
2886s | original Keith hello Keith is Keith is |
2889s | Keith here an old one yeah this is an |
2891s | old one um what can we say about site |
2894s | 09's uh design |
2898s | here yeah so this is this is one of the |
2901s | um original U Keith Thompson's um |
2905s | interpretations for C9 um you can |
2908s | probably see we were going for themes of |
2910s | maybe like a Weapon Specialist you know |
2913s | military war veteran perhaps like an |
2915s | infantry expeditionary Marine you can |
2917s | kind of see a bit of like an army boot |
2919s | banders layers of armor um obviously |
2923s | Warf framed up um nothing is nothing is |
2925s | ever quite so um generic in Warframe um |
2929s | but those are kind of the themes we're |
2931s | playing with here right and I know Keith |
2933s | um Keith had shared with me that uh the |
2937s | PO is pretty integral to his design and |
2939s | that uh he couldn't really imagine |
2941s | another frame posing quite like this so |
2944s | it's going to be pretty interesting |
2946s | character I think um and also we see a |
2948s | weapon in cyon 9's hand as well now Cass |
2952s | is that going to be a weapon that |
2953s | players will be able to grab yeah so we |
2956s | uh did make a weapon based on this but |
2958s | we wanted to change the um the belt feed |
2961s | there so that it was a little more |
2963s | interesting from the player angle and |
2966s | because it's pretty flat from from if |
2967s | you looking at it third person and stuff |
2970s | um we also wanted to bring some more |
2971s | very tenno things into this to give it |
2974s | some contrast with the rest of the 1999 |
2976s | World so we added a um wooden stock and |
2979s | some of our old like more classic kind |
2981s | of nods for Warframe into this weapon |
2984s | right and uh we're not going to dig too |
2987s | much deeper into the weapon but you |
2989s | might see it later |
2992s | potentially um now we also kind of took |
2994s | another stab at it here yeah we have a |
2996s | revised conf CT here by Corey and um |
2999s | what were some of the things that we |
3001s | obviously held true to to the original |
3003s | design but that was kind of reviewed |
3005s | once again um for purposes of putting |
3007s | them in game yeah from what kit gives us |
3010s | we usually still try to get another pass |
3013s | to a back view in this case eventually |
3016s | an Al helmet a color pass as well |
3019s | material maybe and so that's the extra |
3022s | step to get it closer to the Finish Line |
3025s | yes the bells and whistles you can |
3027s | really see the fabulous details here as |
3029s | well and do you guys want to see him in |
3033s | game yeah all right here's our boy |
3039s | s09 um I've noticed that the color |
3042s | scheme has shifted away from the revised |
3045s | concept uh what was some of the some of |
3047s | the thinking |
3048s | there not really nothing special just |
3052s | stepping away maybe from more brownish |
3054s | colors into what we went to more green |
3057s | something a bit more neutral yeah |
3059s | anything else we can say about |
3060s | potentially what players could expect |
3062s | from him in a terms of maybe abilities |
3067s | or no that's people later today sorry |
3071s | trying to get I'm trying to trying to |
3072s | learn things trying to get things out of |
3074s | you guys all right uh this is very cool |
3077s | uh very exciting for us this is um a |
3081s | site9 is going to be coming out uh with |
3083s | the 1999 update yes and you might again |
3086s | learn more about him |
3089s | later um right we're coming we're like |
3093s | we're about to wrap up here we're about |
3095s | to wrap up so we've made it to the end |
3099s | uh we're about to close the panel off |
3100s | but while we do that we've got a 360 |
3104s | look at site 09 here so you can really |
3106s | get a feel for him yeah yes yes yes yeah |
3113s | fabulous there is also I believe |
3116s | hopefully High editorial team if you can |
3118s | hear me out there um there is an article |
3121s | up at warframe.com that features some of |
3123s | the artists um work and uh kind of a |
3126s | blurb in their own words on working on |
3129s | some of the things that they saw here so |
3131s | um if you would like to learn more from |
3133s | the artists themselves um you can if you |
3136s | go on over to that article and shout out |
3138s | to our artists who um wanted to share |
3141s | that with you guys and um yeah yes yes |
3144s | yes you yes you can clap yes |
3153s | thank you so much guys for all that you |
3156s | do um Warframe is very special thanks to |
3161s | you guys and uh thank you Carrie thank |
3164s | you Maru Maru Marco thank you to the the |
3167s | whole art team you guys and gals are |
3170s | amazing uh to uh everybody involved so |
3174s | thank you and thank you Danielle for |
3176s | putting together present she does so |
3178s | much work to make this look smooth cuz |
3179s | you know I would not be smooth so they |
3182s | made my life easy because they get to |
3183s | make this cool stuff here and I just get |
3185s | to show it off to you guys so yeah uh |
3188s | but yes thank you Carrie thank you Marco |
3190s | thank you Cass thank you Greg um can we |
3193s | hear another round of applause for |
3195s | incredible panelists on stage here |
3201s | yeah |
3202s | yeah and like uh Carrie said uh thank |
3206s | you to our our team um we're so lucky uh |
3210s | and proud to have you share your talents |
3213s | with us and with the community and we're |
3216s | so excited we got to show you some |
3217s | really cool stuff today um and of course |
3220s | uh thank you to the Warframe team in its |
3222s | entirety and uh any kind of we got a |
3225s | minute here for any final words any |
3227s | final words you want to say to the |
3228s | community watching out there thanks for |
3231s | playing our game yeah thank |
3234s | you think it's a good way to to end it |
3236s | off off all right thank you guys for |
3240s | watching we've got the sounds of the |
3242s | system uh panel up next with Zach and |
3245s | the sound teams you're not going to want |
3246s | to miss that yet enjoy the rest of tenno |
3248s | Kong guys thank you so much for coming |
3250s | thank you for watching have a good one |
3251s | okay bye |