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0s hello everyone welcome to another
3s pre-recorded panel we are going to be
6s setting the stage for the duverie
8s through the art of warframe my name is
10s danielle sokolowski i am your panel host
12s and i am joined by i think that's the
14s first time i've heard it pronounced my
15s actual last name i was always like soco
18s now you know now everyone knows that's
19s good to know usually everyone just calls
21s me danny which you everyone can do here
23s i won't put the pressure on you for my
24s last name
27s but yes i am joined here today by three
29s wonderful panelist from the digital
31s extremes art team might as well start
33s over here with eric hello eric what do
35s you do at d e i'm eric vetter and i am
38s the lead concept artist where do i look
39s i look over there
41s i'm looking at you guys but yeah lead
43s concept artist elite concept artist and
44s jeff hi i'm jeff i'm
46s art director animator guy awesome yeah
49s and carrie is here as well hi uh carrie
52s i'm with the uh
55s uh the environment side and the art and
56s all those that sort of stuff he does
58s more than that a little bit he does you
59s know kind of does everything yeah
61s so today oh actually before we get into
63s all of this i want to thank sarah from
66s the community team who is actually here
67s today she's going to be assisting us
69s with presenting thank you to sarah for
72s helping put everything together and a
74s big thank you to the art team of course
75s who they're not all here but we love our
77s art team and they do some incredible
79s work
80s i also
81s have to give a massive spoiler warning
83s we will be going through the new war
85s quest and spilling all of the beans on
88s that so if you haven't played the new
89s war quest yet you have been warned or
91s even angels of the zeraman quest just a
93s heads up but speaking of the new word
96s quest did you guys know that over one
98s million players have started playing in
101s work west and we're actually nearing
103s we're very very close to one million
105s players having actually completed the
106s quest wow that's awesome
108s i just learned this the other day
109s actually from pascal
111s that's cool yeah actually that's my
113s first question how does that make you
114s guys feel knowing that the quest you
116s created has been played by so many
118s people
119s amazing yeah it feels amazing and
121s surreal i'm scared
124s i mean we don't have to go into every
125s libya
127s so it's a great quest it's awesome
129s it's just really cool that everyone's
130s getting to see all that work and it's
133s it's kind of uh hard to believe because
134s it was released last december it feels
137s like so long yeah it honestly does 2021
140s so
141s yeah thank you to everyone who's who's
143s played it uh i think also just the
145s triumph of
146s doing that quest in kind of the covid uh
149s remote situation was yeah
152s was really daunting and the team just
154s kind of killed it totally really
155s impressed we're going to go through some
157s of the art for the new war that you guys
159s wouldn't have seen yet um but uh so on
162s our path to very we released the new war
164s of course which
166s as you all agree was probably the
168s biggest is the biggest cinematic quest
170s to date and a huge effort from the whole
172s team
173s and um i thought we'd kick it off with a
176s look at some of the animation work
178s went into that so let's have a look at
180s that
182s hello he's seen better days
186s [Music]
198s that's great
202s oh no he's that big nerd
205s i just stand around and
208s throw him you're like i want to be lotus
219s this especially is just so good
223s yeah this is a lot of fun
230s each of those guys had to do that fall
232s probably a dozen times
233s so
234s you've been stuck here
236s this whole time
239s not here exactly
242s but yeah stuck
244s you got bigger problems right now at
246s least
250s this one was cool i think we actually
252s ended up using the free very first take
254s they just acted out really the entire
255s thing on the first go we ended up using
257s it
258s tim even ad-libbed the hands on the head
260s yeah that's great which is such a good
263s fan moment
267s that's full of spoilers eh yeah i told
269s you
270s i said baby we're spoiling some stuff
272s today
273s [Laughter]
278s dean i think we'll have to put a big
280s banner that says spoilers throughout the
282s whole stream
283s yeah
286s oh yeah especially
288s we'll see more of him a little bit later
293s [Music]
300s those mats come in handy
303s the amount of fall animation
307s so that was just two minutes
309s just two minutes of animation work
311s and i'm curious in total
314s how much mo-cap footage you guys you
316s think you think you got for the new war
319s i don't know i can't i couldn't even
320s tell you honestly like i um
324s yeah because we record so much and we
326s kind of cut up and splice uh
329s different parts of it except like i said
330s that that dinner for two of those guys
332s did it we just used the one take they
334s did which is amazing
337s um it was
339s i don't know i can't like i just the
341s sheer amount of animation that the team
342s did
344s like to get it out was
346s i'm still kind of like in awe of it to
348s be honest so yeah i don't i don't know
351s the actual i'd be curious to find out
352s actually yeah maybe maybe we can find
354s out when dean can put it as a ticker
355s that goes about the actual
357s minutes of recap we have because i would
359s be kind of
361s fascinated to find that out i do want to
362s point out that i did originally credit
365s jeff in the video when i first edited it
367s and i showed you as a mocap actor
370s i think you called me a performer i did
372s well
373s you made a great lotus so i felt like i
376s should still credit you i just i'm just
378s a big prophet
380s i need to hold on to something i get
381s thrown around
383s so i don't know if that's really fair
384s i'm just i just like a i get paid to be
386s a bully during mocaps it works
388s it works
389s um
390s it's interesting too because it's clear
392s our animators are not just animators as
395s you saw there's jason and tim and
397s they're are on our animation team but
399s they're also performers they're actors
402s so how does that ultimately
404s affect the final product of a project
405s like the new war
406s um
408s it helps a ton and
409s moving forward we've actually even had
411s more of the animators step up and do
412s more of the acting themselves which is
414s really cool
415s um
416s yeah it's it's hard like a lot of people
418s think um you do the mocap and you're
420s done but
423s the amount of animation and key framing
425s work that goes into it to make the
427s performance have really good pacing and
429s exaggerations
432s they usually end up key framing the
433s hands entirely by hand same with the the
437s face animation
438s um but there's so much editing and and
441s like kind of artistry that goes into it
443s it's just it's a really good template
444s for a foundation to build on
447s um
448s but yeah the the amount of key framework
450s and artistry that goes into it to to
452s kind of get the performance out of it as
454s well yeah it's impressive going back to
456s kind of speaking on characters we of
459s course
460s in the mid section of the quest are
462s greeted with the drifter so uh we don't
466s know who this character is initially and
468s then all of a sudden
470s we're playing as them
472s so we have some early concept actually
474s eric this piece here
477s um so what were the early thoughts on
479s the drifter's overall appearance
482s well i spoke to jeff about this of
485s course in depth and uh we're in the
487s kamiki brothers too which you'll see
489s some of their stuff too coming up
491s just kind of like a haphazard collection
493s of parts uh because we didn't want it to
496s you want it to feel like you're playing
497s a grineer
498s but
499s not like kind of pieces of it so
502s so yeah i just try to grab like
504s like the knee pad for the helmet and
506s stuff and i was like oh well actually
508s that was the original idea that we
509s picked because um steve ended up liking
512s the
514s the kind of the the the main drifter
516s look yeah more than so the original idea
519s was um to start this quest out as
522s uh the the grineer cosmetic set oh right
525s which we actually yeah and then we were
526s gonna do the opposite oh yeah yeah we're
528s gonna do the opposite we're gonna offer
530s the other one later as an option
533s but we reversed it when like steve liked
535s the impression we made but we thought
537s when you start the mission you'd be
538s playing like as eric's
540s right um a grineer i do want to point
542s out that the the melee weapon strapped
545s in the concept here was swapped out with
547s the sheave a ferocious melee weapon as
550s we all know um
552s any creative
554s decision making there
556s the creative decision
560s hey look this exists
566s and then this next one here is
567s ultimately what we are familiar with so
570s um the poncho the poncho
575s also the uh i see some uh little facial
578s hair here in the concept art that wasn't
581s me
582s i might have inspired them because you
584s know they saw me and they're like yeah
586s he's pretty cool
587s let's put that in the game right it's
588s probably not what happened though
591s but it brings me to another question we
592s talked about this on the live stream
594s the beards the facial hair are we doing
597s are we still doing is this still planned
598s uh yeah there was actually an update
600s going in when we filmed do we say when
602s we're filming this yeah i mean it's it
604s is pre-recorded we are filming this what
606s is the date june 22nd
608s just a few days ago i saw someone check
610s it continuing on with key characters
613s our friend era
615s well
616s turned friend i guess you could say
617s because when we're on pragasa in the new
619s war quest uh
622s era seemingly saves us as we're going on
624s to the last arkhan fight he seemingly
627s perishes
629s at least that's what we think happens
630s under some debris and rubble
633s um but
634s he will be returning in some form but uh
637s maybe not the form that we are seems
639s like he really lost his head
642s oh carrie you're there
649s so we have this uh new arc on very cool
652s uh concept here which is just i
655s i mean what can you say about it it's
658s just it's kind of unreal yeah um we also
661s have the the model for it as well
664s um if you want to go to the next one
665s there sarah yeah
667s uh teeth lots of teeth
670s uh terrifying
672s is there anything we can say about this
673s without really saying anything i think
676s it's pretty clear
679s no but um i do i do remember
682s and i
683s appreciate it also that some people were
685s a little disappointed with era's
686s resolution in new war and
688s a lot of that decision was around scope
691s and time um
692s unfortunately because we did you know it
694s was it was a hard cut we had to make so
696s um but yeah we're trying to
698s fulfill that right
700s so we're bringing him back in a big way
702s awesome and uh you'll get to get to see
705s more of this new archon
707s in the future but yeah getting back to
709s the quest after we defeat the final
711s arcon we get to the final showdown
714s um this is at the of course the climax
717s of the quest um
719s it's surreal honestly craig did a great
722s job yeah
723s just an insane stage um and when it
725s comes to such like big stage moments
728s what are some of the goals and the
729s environment art to evoke these very
732s powerful emotional scenes
734s well i think there's a bit of like a
736s hierarchy to the whole experience you
737s know like there's egyptian pyramid vibes
740s which ties into a lot of what he has
741s going on as a character at that point
743s um you want like some connection to what
746s we've shown in the previous sets with
748s the sentient surround but then he's made
749s it his own
750s which is i think you know pretty
752s important for a character to get the
753s opportunity to put a stamp on the world
755s and then you're going to be blowing it
757s up so that's kind of an important thing
759s to try to factor in there somewhere too
760s so how celebrates will go as it gets uh
762s pulled into a black hole
764s kind of a bit of a thing yeah spoilers
766s right yeah spoilers yes again huge
768s spoiler warnings for this spoiler yeah
771s but uh it was funny sarah and i were as
773s we were putting the panel together we
774s had a discussion about how
776s it just feels like as the stage is
778s crumbling around you so are the
780s relationships that are playing out in
782s front of you with like ballast and lotus
784s yourself as either the operator the
786s drifter with lotus and ballas and it's
788s just utter chaos
790s it's a lot it is a lot yeah
792s it was very heavy
793s and just very cool and i this piece here
796s is just it's stunning of course craig
798s just yeah doing incredible this really
800s helped with the production because it
802s was it was a hard thing to figure out
803s like everything that all the motifs that
805s you kind of listed off was intentional
807s and just kind of figuring out how to
808s best kind of stage that
809s and have the progressive
811s kind of collapse of this you know while
813s you were
814s playing was it was pretty hard to
815s implement it came in
817s pretty late
818s yeah
819s but considering lots of people doing
821s really hard things yeah that one was
822s late actually but yes considering that
824s it was such a stellar moment and uh but
827s that moment was not over
829s you know we defeat ballas and we have
831s this almost moment of relief with her
833s we're like oh like it's over
835s and then the air gets sucked out of the
837s room and the man in the wall appears
839s and we're just kind of like
841s uh there's a little bit of a company
843s history of one more thing so
845s i would do the one more thing this would
847s be the one more thing
848s um i'd also be lying if i said i didn't
851s specifically look in the animation
852s folders for tim being hoisted up on a
855s plank by you in the way that the man in
857s the water was holding him i was like
860s like baby
863s yeah because that moment is just so
865s like it's completely unreal and um daryl
868s keyframed all that i was gonna say that
870s that would have happened it was like the
873s you know he's a pretty limited character
874s like
875s for what he can do mobility-wise
879s yeah yeah but uh
882s um yeah you know the new war was kind of
885s closure of a lot of things and we wanted
887s to make sure that we kind of um
890s gave players a taste of what the future
892s paths could be and i think carrie you
894s bring up a good point of like when we
896s first spoke of or said the name the man
899s in the wall and quest like the chains of
901s hero um i don't think people literally
904s meant
904s thought we meant a man in a wall i think
907s actually that concept has been hanging
909s around for a while so in our minds it
911s has literally been yeah
913s but to be fair and usually keith is on
914s these panels but um uh
917s you know and it's people can see it was
919s his concept that he did and
921s uh we just kind of like we're talking
923s this is years ago so we were just kind
924s of talking over the idea and how to
926s explore it and
927s he just tried one literal and it was it
929s was it was amazing so you guys had the
931s idea and then he kind of brought it to
933s life and then it just stopped it was
935s actually fun that a lot of players
936s noticed the
938s missing portion of him as well oh yeah
941s i wasn't gonna i wasn't gonna mention
942s but if you do look this is giving you a
944s really good look at
946s him as a whole because at the moment in
948s the quest it's very quick it's quick and
950s people picked up on it i was actually
951s really pleasantly surprised
953s so from the time that the concept
954s existed to actually seeing him in the
957s quest there was there's a lot of lore
958s that kind of happened in between that
960s point so
961s you know the red veil calling him like
963s the lidless eye and albert and trotty's
965s stories of or his encounters of the men
967s in the wall so
969s from those aspects did the concept to
971s the actual creation of the men in the
973s world did that change at all with those
975s in mind i think
976s i don't want to speak for them like but
978s i feel pretty comfortable saying that
980s that stuff like we had we had committed
982s to this i see okay so we committed this
984s so they used it as inspiration for a lot
985s of those ideas the only thing that
986s changed um
988s which i think we're going to get to
989s later but um you know the original idea
992s that keith pitched this was that
994s he kind of formed his wall of if you go
996s back to the original sketch you can see
997s a grineer ship in there
999s he kind of had collected lost
1002s ships in the void and made this form
1005s um
1006s so when we when we built it in 3d though
1008s we wanted to kind of tie it closer to
1011s how the void represents diviri and right
1014s uh things you see in which speaking of
1017s which
1018s speaking of which since we're on the
1019s topic of uh duvery the void kind of the
1022s unknown this is a really
1025s uh intriguing piece of concept art
1027s because it's not something that we
1028s actually complement the title of this
1029s card
1033s sarah
1034s sarah yes
1035s well done the grasp of the void really
1038s grabs you really it really does it
1040s really does uh but it's not something
1043s we've actually like experienced in the
1045s game
1046s at any point so
1048s when i saw this we're like is this more
1050s symbolic than anything else is this like
1052s quite literally what the void looks like
1054s is this just an interpretation of how
1056s much
1057s it's affected the zeraman like what we
1059s saw in angels of the ceremony and how is
1061s it one of many pictures that informed
1062s what the skybox decisions were
1066s yeah which we actually will see another
1068s picture
1069s and uh yeah speaking of kind of the
1070s skybox uh art
1072s that was put together for specifically
1075s angels of the ceremony um i think quite
1077s a bit of people noticed this when they
1079s were playing the quest as you load into
1081s the missions or even if you're just
1082s playing in the xero missions period um
1086s when you load into the ship you see the
1088s skybox and there's this
1090s kind of picturesque situation behind or
1093s i guess maybe beyond is maybe the better
1095s word of the ceremony but before we get
1097s into that before we dive deep into
1100s duveri which i'm sure a lot of people
1101s are very excited for we're going to do a
1103s quick intermission
1105s and look at some really incredible
1108s concept art so here's just a look at the
1111s concept work that went into by the
1112s incredible chomeki brothers and i think
1114s this was totally their pitch as well i
1116s don't know yeah yeah i don't think they
1117s were given any kind of
1118s like that's kind of the cool thing with
1120s deluxe's is that it kind of lets the
1122s internal artists um and sometimes
1123s external artists which is cool too uh
1125s just kind of
1127s do like here's our take on a here's our
1129s unique take on a warframe idea yeah
1130s right whenever we have some time just
1132s not very often but if we're waiting on
1134s feedback or something i tell the team
1135s hey if you have a if you have a deluxe
1137s idea you've been playing around with for
1138s a while or sitting on a shelf uh bring
1141s it back and so
1142s because ray sent me a big list of like
1144s these are all the ones we can have for
1145s uh deluxe option options so yeah they
1148s had this and i was like oh yeah i just
1149s run with that that looks amazing it's so
1151s good i uh i did actually have a chat
1153s with the
1154s tomekee brothers and they said they were
1157s really inspired by yoreli's kind of like
1159s playful
1160s anime style animations which i know
1162s pablo was was gunning for and i want to
1165s read this word for word
1166s the way that they described her
1169s they said that they have a passion for
1170s edgy tech and they wanted to propel
1172s titania's design into a and i quote
1175s dangerously pointy aerodynamic high-tech
1178s butterfly cyber night
1180s that's amazing well they really nailed
1181s it successfully they did right they did
1184s we also have her of course her
1187s exalted weapons the dex pixia
1189s just
1190s bringing in that like high-tech style
1192s again
1193s and her duwatta
1196s uh very cool
1198s i love that that's
1200s amazing they touched on uh on every
1202s aspect of her like even her razor flies
1205s in her razor wing got the treatment as
1207s well so her our cute little fairy
1211s fairy lads are rocking the tech as well
1214s yep amazing work yeah and then of of
1216s course the sign donna as well
1218s very very cool um
1221s the next uh
1224s deluxe we've already shown so cool so
1226s this is really just um a reminder of
1230s liger's zaku deluxe which we showed in
1233s the first dev stream at the beginning of
1235s this year i believe oh man we did i yeah
1239s i know it feels like a lifetime ago but
1241s um
1242s this
1242s i think it was the what is it uh the
1245s kitsugi that's right the konsuki method
1247s japanese method of um
1249s putting running together with gold right
1250s repairing broken things yeah
1252s so
1253s now
1255s i said this was a spoiler-filled stream
1258s and it continues to be but for the sake
1260s for the sake of salvaging a major moment
1264s in the new war quest i'm not gonna say
1265s anything beyond just for those of you
1268s who know you know so sarah you can uh
1271s show this next
1272s slide here
1274s so for those of you who know
1276s you know
1277s but this uh specific cosmetic will be
1279s coming in the zaku deluxe very cool
1282s collection which of course again uh by
1285s liger it's
1287s just i'm so excited yeah and this was um
1290s lager getting inspired uh
1293s to offer this kind of cosmetic choice
1295s based on how things go
1299s yeah i made this pitch and then they
1300s they killed it that's awesome amazing
1302s and
1304s liger also let me know that uh it
1306s was
1307s there was a lot of inspiration from the
1308s kind of duvery stylings as well
1311s um so really lovely plays into that
1313s theme this isn't the next deluxe coming
1316s out just to be clear
1318s this is just some progress on zaku
1320s deluxe stuff since everyone was very
1321s excited about that you know it wouldn't
1323s be a
1324s art panel stream without announcing the
1326s next prime warframe
1328s so
1329s cora prime
1331s is our next prime warframe good to steal
1333s all of them
1335s i'm only showing the concepts yeah just
1337s a little just a little bit again 10 0
1339s live 5 p.m you'll get to see more of
1341s that but uh
1343s it was only fitting that skyers uh put
1346s together core prime because as we know
1348s or maybe you don't know
1349s skyers is the creator designer of cora
1353s and venari from top to bottom with of
1355s course the help of the team so he put
1357s together
1358s core prime so we see some early concepts
1360s here and she's just so cool regal really
1363s great vibe yeah
1365s beautiful very neat
1366s uh and then of course her venari her
1368s little furry companion is also getting
1371s the prime treatment not so furry not
1373s yeah actually
1376s we've gone away with the fern we've
1377s replaced it with pointy golden things
1379s but uh very exciting really cool yeah
1383s so that was our little uh i think i got
1385s everything for our intuition so we're
1387s gonna go back let's go back let's go
1389s back to some we've had our off dove
1392s we're going for the for there's no
1393s pressure in the intermission
1395s there is no pressure in the intervention
1396s now you guys got to be on your a-game
1398s because we're at a main course situation
1400s here now
1401s so would you guys say that the new war
1404s was like the first big step towards
1407s duveri from like a player perspective
1410s when you're working on it was to very
1412s kind of in the back your mind like are
1413s we
1414s kind of
1415s not mine
1419s was pretty much all-encompassing yeah
1421s we knew it was the next step of course
1422s yeah yeah and the thing that's some of
1424s the things we were introducing here we'd
1425s um
1427s kind of revisit i guess yeah and then
1429s thematically you have parts of degree
1431s for sure
1432s and then of course with angels of zeramy
1434s we literally
1435s get even closer to that point which is
1438s why we're bringing the skybox back here
1441s and uh it only makes sense to uh go back
1444s to 2019
1446s when skybox guys don't get enough call
1449s outs
1451s yeah they're so good they're incredible
1453s yeah absolutely yeah and they kill it
1456s and they often get crazy requests a lot
1458s of times
1459s for
1460s other ideas and they're just the coolest
1462s guys to work they're so good they're
1463s super tall
1465s 2019 was the year tennocon was the event
1469s and we
1471s debuted the duvery paradox trailer
1474s and i just want to go through some of
1475s the concept art that kind of went into
1477s yeah
1478s i really loved working on it so that
1480s entry scene we have the man
1483s on the ground we're like
1485s disorientated we're not sure where we're
1487s at and then this crazy creature comes
1489s flying above head
1491s when i asked you guys
1493s what the right concept was for this
1496s so there's actually two
1498s again works by keith thompson the answer
1500s is yes and the answer is yes um i
1502s thought these were completely duke
1504s different creatures but we have a cat
1506s dog situation happening here where
1508s they're it's a double-sided worm that's
1510s right
1511s cells are the jet engines on the back
1514s so is there like a case where like they
1516s have completely different
1517s characteristics like are they
1519s do they have
1521s like
1522s purposes for being on one end versus
1524s like i'm just generally
1526s curious genuinely there's jet engines on
1528s one end oh it's you weren't lying no
1531s yeah one one actually is the back one is
1533s the back yeah yeah
1535s okay so we have the propelling yeah yeah
1537s that's right and then the uh the one in
1539s the front is the uh i guess the attack
1543s because it does literally have a the
1545s previous image was the front the
1546s previous image was the front yeah
1547s because it's got a it's got a gun
1549s underneath it's got a chin
1551s it's got thingies up above its head
1554s and it is like it's a it's dragon
1556s inspired and yeah there's themes and
1558s diviri that kind of
1560s are why it's a dragon dragons they're so
1562s cool
1562s so we after we get to visit our worm
1565s friend here we're greeted by maybe greed
1568s it isn't the right word but like you're
1570s greeted you know you're on your way to
1571s walmart you're going to pass by this guy
1573s you're welcome
1574s just checking in and seeing what's up um
1578s soldiers and i had a lot of fun working
1579s on this which is yeah actually
1582s i know sorry to the community it's been
1583s so long but
1585s yeah but we're here talking about it now
1587s so it is a couple of years yeah they're
1589s late than never better late than never
1590s so we have the doc soldier um
1593s again another original piece by keith
1595s thompson and just
1597s yeah yeah so there's like a bit of an
1599s incomplete theme that kind of goes on in
1601s a lot of the davier aesthetics so
1604s that's why you're kind of seeing
1605s portions of
1606s these concepts are kind of exploring
1608s that which we see a lot of in the later
1610s concepts we'll show kind of the
1612s fractured nature of things yeah and if
1615s people look at the horse again and stuff
1616s like that
1618s yeah i guess
1619s eric from your point of view just being
1620s working with the concept team
1622s seems like there's a lot of freedom
1624s from digital extreme side to let our
1626s artists kind of
1628s work off of whatever their comfort
1629s levels are because they're waiting for
1630s feedback
1632s we're waiting for feedback 24 7.
1634s so lots of iterations happen so much
1636s exploration is happening no i encourage
1638s everyone to like what's so great about
1640s warframe is that we want everyone's kind
1642s of unique touch and and ideas to things
1644s so
1645s um
1646s as jeff said some some like very
1648s detailed concepts work from others
1650s we encourage kind of creative freedom in
1652s a way right within time frame
1656s yeah that's always the tricky one yeah
1658s but it's fun it's it's i always say it's
1660s the best job in the industry sorry
1662s you'll get that we get to have a lot of
1663s fun
1664s being creative in this game and the
1666s people here that make it it's awesome it
1668s works right so
1670s and uh
1672s yeah this is this is just so so the docs
1675s of course riding the case
1677s are uh
1679s just we still love this can we get
1681s sculptures
1687s you know like the toy uh you put a coin
1690s in and pony in it rocks
1694s i don't know if it'd be comfortable
1695s though but
1696s no not at all
1697s um
1698s so yeah the the mount that the dax is
1701s riding is this case here and we've only
1704s seen one variant of it just from the
1706s trailer itself um there's actually three
1709s variants there is and uh all beautiful
1712s they're all just so stunning oh yeah man
1714s though it's so cool
1717s it's so interesting that like you see so
1719s much like like interior anatomy and
1721s usually that's kind of like like
1723s horrific you know skeletal and stuff but
1725s there's such a beauty like a combo of
1727s the two yeah it's just like really
1728s blended so well yeah it's amazing to
1730s watch a look at so that one probably not
1732s the funnest no it's a little more uh
1735s intimidating it's a little bit more
1737s abstract yeah are gorgeous too i guess
1739s that's another case of when translating
1742s concept
1743s over into what could actually you know i
1745s think these ones are so intricate like
1748s um
1748s you'll find the models are very close to
1750s these concepts yeah i think just because
1753s the complexity of it and just kind of
1755s how detailed they are
1757s um
1758s sometimes a concept is
1760s like it's so clear you know and then the
1762s idea itself is so abstract that they
1764s just kind of are good to kind of follow
1766s from right
1767s um
1769s so
1770s when people first saw
1772s the
1773s mount in the trailer the first thought
1775s immediately because we love mounts
1778s in general or any modes of
1780s transportation you're really going to
1782s steal the funnel
1784s i'm only showing certain aspects of it
1786s you approved to do all that i i was
1788s approved i think you snuck all this in
1791s thank you
1792s maybe a little bit
1805s you are
1808s so yes you will be able to
1810s ride these beauties ride the beasts
1813s amazing
1814s and yeah we have k drives we have arc
1816s wings and now we have mounts
1819s now we have mounts 100 credit to just
1822s how talented
1823s the animators are fantastic yeah all
1825s hand uh keyframed animation on the other
1827s hand jeff was really excited about
1829s getting a horse into the mocap studio at
1830s one point but yeah nobody wanted to do
1833s this
1833s yeah
1837s [Laughter]
1842s yeah like the the animation on that is
1844s beautiful that's only a snippet there is
1847s um
1848s um like any kind of any time i think
1849s i've talked about this before but
1850s anytime we do
1852s mobility animations things that have to
1854s like have movement driven uh animations
1856s it's just a huge huge library of work um
1861s and so that's just the taste but it's
1862s really how does that go because i mean
1864s you're making little small snippets that
1865s gets stitched together in the game and
1867s like how does an animator do that in
1868s their head where it like it flows uh
1871s there's there's a lot of back and forth
1873s there's some new systems coming in for
1874s this as well with uh with daniel on the
1878s side um
1879s and the animation driven kind of
1880s movement um
1881s so it's a lot of collaboration you know
1883s like like a lot of
1885s um it's kind of like taking a lot of
1887s pieces of movement and then in the code
1888s they stitch it together
1892s so when we get to the end of the 2019
1893s trailer we have the title
1896s trailer i don't watch it again you
1898s should it's great you guys did a great
1900s job
1901s uh we're met with this very kind of
1903s shrouded character in the back
1905s and we're all wondering
1907s okay who the who the heck is this and we
1909s have some concept art of this particular
1912s individual
1913s who you will learn more about and i
1915s don't think we will say much more than
1916s that but diminitus thrax
1918s is here and uh there's quite a bit of
1922s significance in the mask like that's
1924s definitely something that you see often
1926s like not just only in our promotions for
1928s duvery and even for this year's tennocon
1930s the duvery theme is very much centered
1932s around the mask and was that a
1934s significance that was pulled from
1936s keith's concept here that was decided on
1938s like from the team
1941s yes yes yes yeah yeah i think i think
1943s the
1945s we the kind of ideas that he explored
1947s that we wanted
1948s him to help us visualize
1950s um the mask was all him he kind of threw
1952s it in there and it was just such a
1953s strong element that we kind of built on
1955s it you know we kind of re we kind of
1957s rethought the the trailer itself
1959s actually to work around the mask um kind
1962s of like we were already in progress then
1964s we kind of pivoted because we like the
1966s elements so much
1967s very cool yep so now we get into
1971s the cool all of this has been cool but
1972s here's the extra cool stuff
1975s uh are do very exploration of the
1978s landscape itself and
1980s let me tell you this is only a fraction
1982s of some of the pieces i saw this is so
1984s old yeah there is so much stuff
1987s this is the first stuff
1989s mike's bulge and myself we were
1990s exploring this stuff as you'll see i
1992s think the next one is mike's um
1994s but yeah this is still relevant though
1996s yeah yeah which is really cool it's been
1998s i think three years plus right so but i
2000s remember talking with jeff we you kind
2002s of explained it to us like you wanted
2004s the ship to come in and like it would
2006s build this land out
2007s like it would kind of spread from it and
2009s create create land masses and uh
2012s there were these big tower ideas that
2014s were uh discussed as well they'd move
2016s across the land and so like this next
2018s one i did i just was trying to build
2020s upon that idea and
2022s and uh yeah you had some really cool
2024s ideas for that that i know
2026s we kind of went away from this i think
2028s so
2029s a little bit but uh there's still some
2032s nuggets in there though yeah yeah i
2034s think the old idea was because it's um
2036s a colony ship that it has some emergency
2039s tech in it and it got stranded that it
2041s can kind of do its own terraforming
2043s um which is why it's kind of fractal
2045s based um it's kind of like this this
2048s world built on math and uh then it gets
2050s corrupted by the void as well right yeah
2053s um
2054s it's clear as we go through these
2057s concepts like even this especially wow
2059s that's right it has gone through so many
2061s different styles and artists and just
2065s the feelings that it evokes and the
2067s questions that you start asking yourself
2069s like this is i would say pretty far
2072s from what we saw in the trailer so what
2074s was kind of the
2075s the goal with this one in particular oh
2078s geez i think it was like
2079s if you can kind of see in the back that
2081s it's like the big like circular dome was
2083s like you're close to the ship so things
2085s that were closer to the ship had more
2087s like definition and stuff but still
2088s we're weird and we looked at like dolly
2091s and these other kind of artists as
2092s reference and stuff and
2094s i missed the mark with this one but it
2096s was it was neat it's going to sound like
2098s it's going to sound like a dig it's not
2099s but
2100s the great thing about honestly the great
2102s thing about concept though is that
2103s sometimes you have to see what you don't
2105s want exactly
2108s so so i think this is like one of the
2110s first ones eric did and he kind of went
2112s off the idea of the
2114s the the fractal construction and just
2116s kind of threw this out and we were like
2116s yeah we'll never be able to make this
2118s yeah
2119s for sure it's really good to get that
2121s down at the viewing stage
2126s but it also kind of sparks conversation
2128s and you know gives you get really good
2130s feedback out of it and you kind of build
2131s from there so yeah you might take like
2133s like a corner a little piece of a
2135s section going that's kind of a neat
2136s pattern system let's apply it to the
2138s next thing like legitimate you do in
2139s concept art you kind of want to see big
2141s ideas yes you know that yep that you can
2143s kind of you know you kind of have to
2145s reject but earlier kind of earlier
2149s i always say we're very huge big ideas
2151s way too late while you're waiting for
2152s feedback yeah while we're waiting for
2153s feedback obviously you know we're
2155s sending big ideas i guess that's a yeah
2156s it's a good question too carrie for the
2158s environment team when you see these
2159s concepts and you're going the
2161s environment team would not see that
2162s concept
2164s no there'd be several layers of
2165s protection
2167s they're hidden in my folders and
2168s sometimes sometimes other people get
2170s them and i'm like why are they building
2172s from that that's not allowed
2173s yeah so is there really there's a lot of
2175s kind of like
2177s you know seeing these pieces and picking
2178s and choosing some elements that maybe
2180s you take chunks of little bits and then
2182s what we can do and then what evokes and
2184s then you kind of come back to some
2185s things much later when it's like okay
2187s there was a this problem was partially
2188s solved then right and then you can run
2190s it down to a degree like you're not
2191s looking to burn through id after idea
2193s you're trying to get to one place but
2195s you know at the beginning you know there
2197s might be something here here and here
2198s and then you're kind of going that way
2199s and then maybe there's a nugget yeah
2200s from over here yeah and to give those
2202s guys also their their due like you kind
2204s of have to rely on their expertise with
2206s building the stuff yeah to realize
2208s something that works in a concept
2211s isn't going to work in 3d and then they
2212s have to kind of problem solve
2214s and figure out how to kind of interpret
2216s it you know and kind of make it into a
2218s system um here we actually see something
2220s that is more in line with what you
2223s actually actually experience in the
2224s trailer and i think i would say is
2227s probably we got we're getting a lot
2228s closer here to what daviri is ultimately
2232s panning out to be well that's this is
2234s still old stuff oh is it which is
2236s hilarious he had this yeah but
2237s that actually goes back to the prior
2239s point yeah where it's like this now has
2240s relevance again right so you get a
2242s really iconic moment like you can tell
2243s yourself the hero's journey when you
2245s look at that yeah absolutely
2247s and uh yeah again you see kind of these
2249s now that we're talking about it i am
2250s seeing these elements being
2252s pulled in and the of course like the
2254s idea of the paradox is very clearly
2257s um communicated here too also just the
2260s level of kind of absurdity and
2263s we almost have like an it looks like
2264s like it's like an elephant graveyard
2268s like this especially like you know this
2271s and even when we saw on like the the the
2274s case mount like we see
2277s the horse kind of i think with
2278s yeah the horse kind of like was the aha
2280s moment
2282s honestly like before any of this work
2283s was being done i think is that right
2285s yeah yeah the horse kind of came in and
2287s and it kind of dictated a lot of mm-hmm
2289s we pulled a lot from that yeah
2291s it's always difficult too how do you
2292s take something that is that organic and
2294s that crazy and then take it into the
2295s size of a world because you know it's
2297s like it works at this size and then once
2299s you start to
2300s walk through it how does it work out
2302s that's so interesting just from that one
2304s piece you can build yeah it's about
2306s language yeah
2308s yep that's awesome oh speaking of
2310s graveyards
2312s uh i don't know how else you could
2314s well well yeah well
2316s look at this good stuff yeah
2319s amazing so bulge did a lot of work on
2320s this yeah it was so talented yes
2323s honestly but then there's actually
2325s vegetation
2326s um and these studies are so interesting
2330s to see kind of the
2332s the nitty gritty elements that go into
2334s building up
2335s these spaces that are just so vastly
2337s different from one another
2339s yeah and color is a very important even
2342s though you haven't seen a lot of it
2344s color is a very important role in diviri
2346s but even when we were exploring the the
2348s trailer being heavily black and white
2350s you're still looking at it in color
2352s right you know before you yeah so yeah
2354s and then we have something like this as
2355s well where
2356s um i think this is really interesting
2358s too because even for me as a player this
2361s for me is the first kind of sign of
2364s life beyond what we've already seen in a
2366s way that's so different
2368s so
2369s the amphitheater
2371s wow we are um
2374s which is a place you guys will be going
2376s to where carrie starts to shrink
2378s [Laughter]
2380s disappears into his chair yeah tenno
2382s live is the place to be if you're in
2384s game uh this will be where we have our
2388s live event moment is that how you spell
2390s it yeah
2391s probably not amphib emphy theater oh i
2394s forgot an age
2395s empty
2396s [Laughter]
2404s yeah again another kind of sign of
2408s life i guess on duvery or you know
2410s amphitheaters
2411s generally a place of culture and
2414s entertainment and
2415s presentations which again is a great
2418s spot for us for our actual presentation
2421s during uh tenno live at 5 p.m
2424s and um
2425s what was the kind of design process for
2428s like
2429s building a stage specifically
2431s for the event is there any like
2432s particular significance to this location
2435s as well in the daviri landscape
2438s wow
2440s choose your words yeah carefully and i
2442s am not going to be able to tell you very
2444s much about it yeah we'll keep our lips
2446s sealed so they'll just have to wait
2447s until either we'll be the right one okay
2450s okay perfect
2451s bomfestine
2453s another character uh you will be meeting
2455s uh won't say anything really more than
2458s that you'll just have to experience
2459s bombisteen
2460s um
2461s come the live event and just like to
2464s speak to how long these concepts have
2465s been going on for i think he was done
2467s before the horse was oh wow so that's
2469s why so the the team that's working on
2471s bombstein now we kind of have to circle
2473s back and kind of like uh there's they're
2476s very similar aspects to this design but
2478s it's um
2479s it's been updated we see and is this the
2481s updated uh yeah awesome and then
2483s there'll be updates to the update and
2484s then there'll be updates and updates
2486s yeah nice work by marco again
2488s and that uh concludes our segment on
2492s duvery wow so
2494s i know we kind of blew through it so you
2496s don't have to watch tenno live anymore
2499s just i just blew it all out of the water
2501s we're the new tunnel
2504s is there anything more you guys want to
2505s say about the process of
2508s building something that's been discussed
2510s and kind of
2511s thought about from the players since
2513s 2019 really
2515s uh just that it's been a lot of work and
2517s carrie's been a real champ yeah he's
2520s doing a great job on it and and jeff's
2523s feedback has been great
2525s even though you're waiting even though
2526s we're waiting on it
2527s when it comes though yeah yeah i think
2529s it's always just about the team yeah
2532s the team right now
2534s you know they're working on it right
2536s right the second absolutely you know and
2537s like um if my phone was allowed to buzz
2539s it yeah
2541s never at all moment with the team so
2543s yeah everyone's doing such a great job
2545s start to finish this amazing stuff
2547s it's very impressive it's really cool to
2548s see the process and thank you for
2550s sharing the concept work and
2552s approving it which i will say there was
2554s approval for these things jeff is
2557s shaking his head but
2558s sarah just ran through this through me
2560s when i sat down
2561s she's hiding she's running out she's
2565s i don't want anything to do with this
2567s um we do have
2569s one last reveal uh-oh but before we get
2572s into that it is a special segment with
2574s myself eric and a special guest but
2576s before we get into that uh i want to
2579s thank am i getting kicked out
2582s goodbye
2584s very well
2589s but i appreciate you guys coming out
2591s today and uh
2592s doing the art panel every year is just
2594s such a joy and awesome and huge thanks
2598s to you and sarah sarah of course yeah
2602s [Music]
2605s dean and the team
2610s but all we had to do was show up and
2611s take credit yes there you go that's true
2613s there you go but we appreciate it thank
2614s you for making it easy yes and we
2616s appreciate all the hard work on the art
2618s team there is a whole cast of just
2622s incredible talent
2624s art team and beyond and it's always such
2627s an honor to show everyone's work with
2630s the community and get people excited for
2632s these things so thank you all absolutely
2634s and i think we're going to get into this
2636s one last segment see you all in the
2638s amphitheater tonight see you all there
2641s thanks for watching actually keep
2642s watching we're not done yet we're not
2643s done we're not done yet oh my god
2646s what's happening ever since we put out a
2648s survey earlier this year i actually
2650s think it was the beginning of this year
2651s about the warframe experience
2654s and we had a very specific question in
2655s there that was uh we have fairies if you
2658s didn't catch it if you didn't catch it
2660s we have fairies we have necromancers uh
2663s would it be nice to have a werewolf
2665s theme
2666s and uh unanimously everyone
2669s said pretty much yes
2671s so we are here today with a very special
2675s guest uh a comic book legend a founder
2679s of airship
2680s syndicate studios joe we hear him in the
2683s backpack
2686s also known as joe madd is here uh
2689s famously known for your work
2691s on the marvel comics like uncanny x-men
2695s the battle chaser series as eric here is
2697s so proudly displaying
2700s and the darksiders games and we are
2703s lucky enough to have joe here today to
2705s talk about the process of putting
2707s together a really rad warframe that the
2710s community has been asking for so hello
2713s joe welcome thank you for joining us
2716s thank you it's great to be here thanks
2718s yeah awesome we're really excited uh
2720s we're here to discuss the opportunity
2721s that eric and the team here at digital
2723s extremes had working with joe
2726s to bring to life uh a wolf themed
2728s warframe and we have some concept work
2731s here uh just kind of some progress shots
2734s of that whole experience so we're gonna
2736s go through that today gonna ask some
2738s questions and we can get started why
2740s don't we start with uh some early
2742s work we have here sure sounds good yeah
2744s i guess joe could speak to these of
2745s course
2748s yeah so
2750s i mean
2750s from the onset i was super excited you
2753s know both because i love
2756s warframe and all the awesome designs of
2758s the frames but
2759s i also love
2761s uh monsters that's really what i was
2764s drawing when i was a kid i i was just
2766s fascinated by
2768s creatures dragons dinosaurs whatever and
2772s so
2773s you know werewolves vampires anything
2775s like that uh it's what i get super
2778s excited about so obviously this
2779s combination
2781s uh was something i you know i was all
2783s about it but as soon as i heard about it
2785s i was like i want this
2787s and
2788s the tricky part is you know how how
2791s werewolf to go you know how wolf is to
2793s wolf uh and he's still fitting within
2796s warframe and and putting that sci-fi
2799s spin on it so there was a lot of
2802s exploration we did eric
2804s uh contributed a lot as well and kind of
2806s helped keep me
2809s in like on the right track uh and so we
2812s just
2813s played around for a while and tried
2815s different things and
2817s and figured out so cool what worked yeah
2820s so it's it's been super fun yeah it's
2822s gone through a lot of changes absolutely
2824s yeah so and i guess the werewolf theme
2827s like as a whole has had so many
2829s permutations over the centuries like a
2832s traditional like lichen folk you know
2834s these fantasy stories so what was the
2836s process of kind of
2837s you know as you mentioned joe
2839s reinventing
2840s this well-known well-loved theme and a
2843s character into a game like warframe
2845s which is very
2846s sci-fi
2849s yeah so i think
2851s on the very first few
2854s we went very werewolf with it you know
2856s like taking into account
2858s the the gameplay and design uh stuff we
2861s we just it helped reign us in and uh
2864s [Music]
2866s you know
2867s it's like how could we turn fur
2870s into armor how do we it right like
2873s the shapes that
2874s will convey sort of like a canine
2879s creature aspect and then
2881s yeah the
2882s i think one of the things that we
2883s struggled to initially was the claws
2886s right we were told uh no more claws
2888s because we had uh
2890s sevigoth we got um garuda garuda and uh
2895s well even and valkyrie was kind of like
2896s the one we had to kind of stay away from
2898s as much as possible which of course we
2900s wanted we drew claws and everything we
2902s had
2903s but then we started to pull it back i
2904s did this i did this weird insect thing
2906s here yeah i think uh there's like a joke
2908s that i just put faces and teeth on
2911s everything especially when i was working
2913s which is literally what we're looking at
2915s right here lots of faces and teeth yeah
2917s so i was like let me just uh do my thing
2920s and put faces and teeth all over this
2922s thing and then it kind of helped
2926s you know it's like hey okay what if they
2927s were more wolf-like faces and you know
2930s like they they they articulate and the
2932s mouths open and stuff like that and that
2935s kind of started to push us in like a
2937s cool direction right
2939s again it's always more fun to start
2941s crazy and then dial it back a little bit
2944s so i wasn't really taking into account
2946s like hey is this giant shoulder going to
2948s block
2949s getting reticle yeah
2953s but as we're you know uh
2955s working the the design aspects in a
2957s little bit more game design
2959s uh it's it's helping uh
2962s take shape a lot as you can see and i
2964s think we arrived at something that
2966s hits all the
2968s the right marks hopefully yes uh at
2970s least for us but yeah yeah yeah really
2973s the players that get to decide
2975s yeah yeah this is going to be dope
2978s the idea of like
2979s well i don't think it speaks to the
2981s abilities we better not but uh still in
2983s progress so it's a lot of this is
2984s working for yourself we can talk about
2986s like the
2987s the elements of like a wolf or werewolf
2989s theme that we kind of honed in on in
2992s terms of design yeah
2994s specifically the bite and as joe said
2996s this like mouse and and faces on
2998s everything so we kept we definitely kept
3001s this up and uh
3002s this is really cool so yeah basically
3004s like
3005s if you touch any part of her you're
3008s probably gonna get bitten that's like
3009s dangerous
3011s everywhere and
3012s uh
3013s like because of her agility and like
3017s again like leap just things that
3020s like i i wanted to keep her like agile
3022s looking and and lean and fast
3025s yeah like a hunter she she she's very
3028s much like a hunter type uh character so
3031s like so cool
3032s speed and agility and
3034s stuff like that is kind of what i was
3036s pushing for and and like threat threat
3038s level i feel i feel threatened
3041s and that tail that you've thrown in
3043s there like that's like an energy tail so
3045s it's not fur we're allowed to do that
3047s we're told it's okay
3048s but energy for energy
3051s uh yeah
3052s we're in the clear and one thing we had
3054s to consider too is that uh this
3055s character is holding a gun
3058s and shooting and weaponing so it's like
3060s that kind of also had to
3061s informed our the designs yeah right so
3064s loving monsters and film and like i
3066s would buy all the fangoria magazines
3068s when that was a thing like back in the
3070s day like horror movie like effects and
3073s stuff like that i've just
3075s always been like a huge fan of monsters
3078s so i'm sure all that stuff is is in my
3081s dna uh and
3083s and you know a lot of it is
3086s kind of what uh inspired darksiders as
3088s well
3090s back in the vigil days it's like
3092s you know
3093s having monsters and demons and like like
3097s bad guys basically uh leading the story
3101s versus you know your typical
3104s happy hero yeah
3106s yeah like it's just like a theme that i
3109s i love and i try to i like gray
3111s characters and evil characters and
3113s tragic villains and so monsters are just
3117s my thing
3118s and so yeah all of it all of it really
3121s uh inspired this obviously we're not
3123s going to do a typical werewolf approach
3125s warframe never does the typical stuff so
3127s yes the spin on it has been really cool
3129s and i'm pretty excited to see where we
3131s go with this so i am very excited this
3134s is so cool uh it will not be the next
3136s warframe just to be clear it will not be
3138s the next warframe it still needs some
3139s love and uh it still needs to actually
3142s you know get made
3143s but uh still work abilities to come but
3146s those will be future i think future
3148s devstream conversations that the totally
3150s the folks can look forward to i think
3152s once the art team is able to
3155s really
3156s attack this they'll just they'll have
3158s just as much fun as you guys had
3161s and making it become a reality from like
3162s the abilities to the effects that go
3164s into it to the audio the the audio team
3167s guys they're going to be super stoked
3169s for that as well we're going to get i
3171s don't know are we going to get some
3172s howls yeah sarah do we have some howl
3174s effects
3175s [Music]
3176s perfect i don't know if she's the
3178s weakest towel i've ever heard oh
3181s there we go
3183s yeah so i think not only i think our
3185s team will have a really fun time with it
3187s as well well i'm just trying to picture
3188s like because most times when we release
3191s warframes there's like a weapon that we
3193s ship with it true
3194s an accessory so like one of those things
3197s look like that i know we tried to play
3198s around with maybe some weapon ideas in
3200s the early stages but we were just really
3201s trying to focus on getting like
3203s an initial look to get going in but like
3206s i'm just trying to think like what what
3207s else are we shipping with this and how
3209s we can add to all that so so more work
3210s for joe
3212s which is what i'm trying to get doing so
3213s it's gonna be good thanks
3217s yeah is there anything else you guys
3218s want to
3219s talk about for the the process of
3221s getting here with the werewolf frame
3223s before we uh no i just want to do this
3225s more this is awesome like working with
3227s joe was great uh
3229s and uh yeah it'd be cool to do more of
3232s these things yeah so
3234s unless i ruined it but
3237s no i you know it was super fun and and
3240s i'm happy that i got to be a part of
3242s this and you know thank you guys it's uh
3246s it's an honor i can't wait to to run
3247s around the
3249s first game
3250s absolutely yeah thank you so much for
3253s working with us on this and taking part
3255s of this for our tennocon art panel this
3257s year uh we thought we'd uh end our panel
3260s with a bang
3261s with uh
3263s a new warframe announcement uh designed
3265s by of course joe madd
3267s and uh yeah it's a very special event
3269s for us i think internally we're all very
3271s excited as well like we're like yes it's
3273s finally happening so thank you joe for
3275s also making our
3277s vision and our excitement for this come
3279s to life
3280s and uh yeah i guess we can sign off here
3282s for uh yeah and head off to other
3285s segments during tennocon so thanks again
3287s joe for joining us thank you eric no
3289s sticking around no problem and uh again
3292s thank you for watching the art panel for
3294s this year and we'll see you in the next
3296s segment and during tenno live see you
3298s there bye everyone
3300s bye thank you





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