9 months ago - PlayWarframe - Direct link

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0s in the cold
2s sleeping in the car
26s hi again
28s you guys all still look great good to
32s see you thank you for either staying or
35s leaving and coming back or who knows
37s welcome this is the art of Warframe
39s panel and I'm honestly thrilled and
42s humbled to be the moderator slash 112
46s slide picker very excited about that but
50s before we jump into things I do want to
52s introduce the lovely panel that I have
56s with me today we're going to meet our
58s panelists Dean can you show my slides I
60s have 112.
63s do you see it you're working on it did I
66s break something
68s anyway we're gonna do a little
70s introductions uh before we start Dean
73s will fix something we're going to just
75s start oh there we go introductions but
77s we'll start here with the very talented
79s Keith Thompson so maybe a little say
82s your name your role and maybe how long
84s you've been at digital extremes making
87s art
89s excuse me Keith Thompson I'm learning
92s microphones and uh I'm a concept artist
95s and I've been working on Warframe at
98s least 11 years wow
101s um so yes no it's wonderful to be back
103s here for the convention to see everyone
104s it's been a while
105s amazing Carrie
108s uh hi I'm Carrie I've been at De for
110s about 15 years and I think I started on
112s Warframe kind of just as it hits steam
114s essentially whenever that would be
116s love that Jeff hi everyone um
125s to be an art director on Warframe
127s um
128s and uh I've been at the longer than I
131s want to say oh okay it's a mystery if
134s you guess you get Platinum I'm kidding
137s next up hello I'm Cass Caz Adams I'm on
143s the weapons team and I'm the lead now I
145s didn't start as a lead obviously I
147s started Nintendo gen any channel gen
149s creators out there
151s oh yeah sweet all right last one last
158s um Eric better the concept director oh
161s big concept director big time uh I've
163s been working on Warframe for
166s I think 11 years as well 2012. sketching
169s with minky
172s all right so as you can tell we have a
175s lot of very talented artists here on the
178s stage myself not included but my name is
181s Megan Everett I'm the community director
183s on Warframe and I'm very happy to be
185s here celebrating as best I can a lot of
188s the art from not only this team here but
191s also de in general so you're going to
192s see art spanning the entire company and
196s in terms of content oh my I gotta turn
199s it on guys that's why it's not working
201s the panel like I said 112 slides and the
206s goal for this panel was again to
208s celebrate 10 years of Warframe 10 years
210s of Art and you can't do that without
212s going to the past and going to the
216s Future so we're going to do a little bit
218s of maybe Dark Sector art stuff like that
221s but one of the best ways to I think
224s celebrate the fact that it's 10 years of
225s Warframe is with the official Warframe
228s art book please hold
233s ta-da
239s wow
241s it is it is quite dangerous I'm not
244s gonna lie that thing is so heavy 20
246s pounds Eric what is this yeah I think it
249s was 13 pounds 13 pounds 13 pounds oh my
252s gosh 30 pages smaller
255s um this is an accumulation of 10 years
258s of digital extremes art
260s um and it's incredible if you're here at
262s the venue we do have a limited amount
264s for sale if they are sold out I'm not
266s quite sure uh we do have some on their
268s online store for a pre-order so if
270s you're unable to get it here at the
272s venue you can go to store.warfame.com
274s although the servers might be crashed
276s um and you can pre-order yourself this
279s book because it is
281s massive and beautiful and my arms hurt
285s beautiful breathtaking it's even bigger
288s in your arms it's my tiny tiny arms
292s um but Eric I know you worked very hard
295s to put this together and it's kind of in
297s your life for the past couple months so
299s tell me about kind of developing this
301s book a little more than a couple months
303s um about a year and a half I proposed
305s the idea to the greatest guy I know Jeff
308s Brooks
310s um and he's like yeah we gotta do this
311s we got to push it through so
314s it's been an insane experience a walk
316s down memory lane and couldn't be more
319s prouder of it and all the work that
320s we've done it's actually crazy how much
322s you guys have found
324s like stuff I forgot existed and speaking
327s of that yeah there's a lot of great
328s stuff yeah a lot of the art in my 112
331s slide panel uh is featured in this art
334s book so again if you know you want to
336s tangibly get your hands on some of this
339s art it is going to be in the art book so
341s if you're interested you can do that all
343s right let's get started shall we
348s oh
350s yes
352s yes all right we're gonna do a little
354s back in time Dark Sector maybe not
356s everyone here knows what Dark Sector is
358s Jeff I carry everyone here what's Dark
362s Sector uh it's not that
365s um that's what we wanted it to be
367s and then uh we couldn't get that made so
371s um but yeah we
373s man Dark Sector is the seeds of what
375s Warframe turned into like it was
378s Steve myself and Mike Brennan minky back
382s in
383s 2003 2002 uh just World building sci-fi
388s Adventure ideas there's going to be a
390s single player game
392s um you know and we kind of did just kind
395s of Concepts building what were the early
396s grineer
398s um the early Excalibur suits
400s um and then when we couldn't make that
402s we had to Pivot to what Dark Sector was
404s I can't believe you found these drawings
405s oh my God I went deep I went into the
408s archives that's crazy found some gold
409s yeah so um yeah so this was like I think
412s even I did some of these sketches just
414s with animation posing
415s um because we were trying to figure out
416s a style so we we built the Prototype of
418s Dark Sector and Steve uh went on a
422s journey of rejection for about four
425s months yes
427s um it was this thing we passionately
429s worked on and he just kept getting the
430s door slammed in his face they didn't
431s want to make it no one wanted to make
432s sci-fi
434s um we've heard that over and over again
436s just rejecting the Sci-Fi uh uh setting
439s of The Game and that's what happened
441s when minky did the pivot and started
443s exploring what Dark Sector turned into
444s so we could get it made which turned out
447s to be a pretty cool like piece of
448s identity that we're pretty proud of as
450s well and actually the combination of
453s those two visions of Dark Sector really
456s kind of merged to turn into what
457s warframes are today that is true
459s inspiration anyone else on this stage a
462s memory of Dark Sector and it was a long
464s time ago does those cobwebs carry I mean
468s as an appreciative audience member yes
469s well that's about it fair enough fair
472s enough it was a long time ago and like
474s you said a lot of Dark Sector art
477s inspired Warframe yeah so this was minky
482s minky it was brilliant
485s um
486s you know he was planning the idea there
488s was a an early idea in Dark Sector where
490s the Warframe or the Dark Sector the
492s Excalibur suits
494s it could uh change into different forms
496s and in a way this kind of turned into
498s like the Proto design for what uh
501s Warframe warframes would turn into based
504s on these early ideas like when we
505s started kind of kicking throughout the
507s idea around to kind of get back to
508s Warframe and build it uh minky went
510s right back to these sketches to to kind
512s of start building from I was a little
514s bit surprised when I saw that
516s um there was a version of Excalibur that
517s was actually pretty much Frost all the
519s way back yeah then yeah there's a frost
521s and I think even um an old um
524s uh Ember design from from like like back
529s when this like that turned into this
530s yeah
531s we've had them cooking in the brain for
533s a while
539s weird things that he'd written all over
542s them they're not here but they're in the
543s art book so you should check it out way
546s to plug the art book Thank you guys
548s there's a lot in the art book
550s um okay so we're taking a little look at
552s the past and now we're going to move a
554s little bit forward into the first five
556s years of Warframe timeline wise that's
558s 2013 a little bit of 2012 because we
561s were obviously developing Warframe
563s before 2013 when it launched uh into
565s 2018. so we're going to focus on
567s obviously the launch of Warframe as well
569s as some big milestones in Warframe that
572s you may recognize if you were around uh
575s so like you were saying uh Excalibur art
578s turned into Excalibur or sorry Hayden
581s tenno turned into Excalibur here we even
583s have Excalibur Prime so I mean
585s obviously at that time did you even know
587s kind of the iconicness that was being
591s developed with Excalibur Prime and these
593s kinds of Concepts
595s uh I'm trying to I wish I could remember
597s minky gets full credit for the prime end
600s goal um I remember even when we went
603s back this was him kicking the can at
605s redesigning Excalibur again to be kind
607s of a a cross design of the old pure
609s sci-fi take and kind of what was the um
612s the infestation in Dark Sector and you
614s kind of wanted to kind of make a more
617s bio-organic suit
619s um and then it was the founders pack
621s that we wanted to do something special
622s for Founders and minky kind of set
625s I can't remember if I honestly can't
627s remember it was Steve or minky that kind
628s of came up with the idea of the Prime
630s versions of in the lore like the prime
632s versions of of what the warframes were
634s in that design I remember you guys had
637s this really wonderful animated short
638s with Excalibur yep and it fought a
641s jackal on I'm assuming a corpus ship uh
645s and I got shown that when I got brought
646s on first
647s um I'm not showing that yeah oh I'm
649s sorry uh that was our that was like our
654s early sci-fi pitch yeah and um that was
657s in 2004 when we made that and what that
660s turned that set did turn into the Corpus
663s the base for the Corpus set that we used
664s back then yeah so we really went deep
666s into the mine when we kind of dove into
668s making Warframe
671s and speaking of Keith
672s gearing Keith Tom away with
677s stuff it was great really fun love it I
679s believe this is your first maybe concept
683s for Warframe I think this might be the
684s first design I started I think
686s everything was still up in the air I had
688s some I think I had the short not of not
690s a lot else so it was really kind of uh
693s Blue Sky
695s um and this is Loki basically
697s um and it was an initial idea where the
701s warframes could possibly have sort of a
702s berserk mode
705s um sort of a werewolf mode so here you
706s got kind of the base low key with this
709s sort of Marshall statue I forgot we were
711s we're thinking about doing that yeah
713s that's right um yeah
714s and then it kind of you know the muscles
717s kind of stretch out
719s um and you get this underlying structure
721s that shows
722s um and of course Loki basically ended up
724s being emerging of the two the helmet
727s from the berserk mode and then the kind
729s of the main body did you design the
730s glaive on your own were you asked to do
732s a glaive or did you just do it well the
733s Glade pre-existed right that's it I'm
735s wondering if yeah yeah okay I think
738s yeah I'm not sure actually but it's cool
740s maybe someone brought up Kroll
742s and then as well there was a very very
745s early Rhino and I think this one was
747s even titled like Legionnaire or
749s something yeah yeah and he's got a
750s really weird weapon that I don't think
751s we've ever brought back kind of a
754s good on it guys
758s yeah
760s at this weapon I'm a fan
763s yeah so you're you're concepting these
765s warframes do you remember kind of like
767s the direction you were given back then
769s in terms of what to kind of create for
771s your Concepts I think it was very much
773s just getting a flavor of the
774s pre-existing art and and the kind of
777s assumption was that you know I was a
779s compliment for that and I kind of just
781s went to town with it you know strong
783s formidable elegant
785s um elegant oh Rhino has never been
787s called elegant before it's an essential
789s part now Rhino does have a bit of a
790s hunch here
792s yes but uh so we got a little bit more
794s handsome
797s but you still got the kind of you know
798s the nice the nice feet and everything
800s like that the shoes and I mean really
801s that's exactly what Rhino looks like so
803s one to one
805s uh and then also a couple this might
807s have been what you're referring to Jeff
809s with like the really early Warframe
811s concept well I think this was when again
814s we're like well how many should we ship
815s with and I think I think Scott just said
819s uh
820s six or eight so minky like it's just
823s maddening like I think like you can see
825s he's riffing on um Keith's designs here
827s to commit to them and then he just
828s Trinity Trinity was actually an old
831s sci-fi enemy is in the old sci-fi
833s setting so he reused that design and
835s then uh yeah we just kind of and then
837s like I said he went back to the well for
838s Ember and
840s um yeah this was just like I think in a
842s couple days he put together this for our
844s starting lineup and then yeah and I
846s think he had some loose loose design uh
849s ideas from Scott to kind of build around
851s oh Scott
855s be remiss
861s proud hello is someone home
864s um thank you Founders thank you Founders
865s truly without you this would all not be
868s possible uh because you kept the studio
870s surviving and thriving so thank you for
873s that so 2012 and 2013 open Beta huge
877s time for Warframe more people are
879s brought onto the team we're making
881s really cool art uh trying to explain
883s factions so we're developing some more
886s ideas we've got grineer Corpus infested
888s as well trying to tell their story and
891s then we're fast forward a little bit to
893s Second dream
895s which was huge it was huge yeah I think
898s this is
900s this is the moment like oh my God
903s this is Eric this is why Eric this one
905s we're like okay Eric needs to be concept
907s director
911s yeah that's awesome but it was
914s frightening like for us to do uh story
916s quests in this like uh kind of like
919s looter shooter that we were that we put
921s out and we were really nervous that
922s people would kind of uh be receptive to
924s it
926s um and uh I think that's kind of like
928s when there was a really big pivot in the
929s direction of Warframe uh when we kind of
931s launched that and then art wise I mean
934s was there a mocap involved in the second
936s dream did we start that or was that kind
939s of afterwards
940s oh gotta go back into the memory what
942s year was that 2015. there was mocha yeah
945s it was Tim carrying the operator wasn't
948s it
949s oh sorry spoiler
950s Tim's weather did someone Tim definitely
952s was carried Tim was carried along as our
955s operator who did it though but Tim was
957s carried
958s um yeah it was it was an old old mocap
961s system but it was a lot of like credit
962s to the animators was a lot of key
964s framework yeah as well so yeah really
966s really step the art game up for that one
967s uh Eric do you want to explain what's
969s Happening Here by the way explain
970s yourself Eric I don't know
973s okay but storyboards like do we do
976s storyboards video games not smiling
979s Lotus
982s yeah
984s yeah she's cute it's like a manta ray
990s so Eric storyboard what's up inspiration
992s for the desert skates
996s this made it into the art book right
997s what's that this made into the art book
999s no no no oh
1003s yeah we can insert it yeah your
1007s autograph can be the manta ray Lotus
1009s smiley face we'll just plug that in
1011s there
1012s um but speaking of storyboards Eric yes
1015s um
1016s part of the development process of the
1018s second dream obviously helpful like how
1021s much did this actually one-to-one turn
1023s into what was the second dream
1025s I think pretty close I think I worked
1027s with Jeff on this
1029s um and like he was saying it's kind of
1030s our first story moment
1032s um and it also tied into the other stuff
1035s like the operator room the chair and the
1037s reveal oh oh I got that you got my Jiffy
1040s I got my gift gross
1043s got your gift yes I do so I presented
1047s this to Steve uh many many years ago and
1050s he liked this idea and
1053s um this was the nursery idea yeah yeah
1055s and uh I think for the most part it kind
1058s of stuck to we animated this very
1060s closely yes yeah and then the actual pod
1062s design uh the modelers and those guys
1066s did a great job the one-to-one
1068s the design of it's amazing and then when
1071s you see it all put together with the the
1073s great storyboards I did it just turned
1077s out really well it was a really special
1078s moment for myself so yeah um
1080s and the music
1082s everything almost makes me cry every
1084s time I see it oh don't cry I won't in a
1087s good way right good way good way good
1089s cry yeah
1091s remembers their second dream experience
1093s do you remember it oh look at all those
1096s hands
1097s it was a moment it was a moment uh I
1100s wasn't even working here yet like I
1101s enjoyed that it's a fan yeah yeah and I
1105s also got the bug where you hold the
1106s operator as a gun that was heartbreaking
1109s that was a heartbreaking yeah we worked
1112s so hard
1113s so hard and then shooting the Warframe
1116s with the operator like a gun yeah there
1118s was a lot of also face morphing issues
1120s with the operator you know beautiful
1122s child to behold they were beautiful
1124s absolutely beautiful
1126s um and then obviously second dream is
1128s I'm telling a lot about the stalker and
1129s giving him a little bit more of some
1131s lore and some story
1133s um I snuck this slide in here because I
1136s wanted to let you know that the
1138s stalker's story is not over
1141s um we do have some plans for a little
1143s bit of more stalker lore
1145s um perhaps next year so Keith we might
1148s have to talk to you about that oh I
1150s didn't I didn't touch Docker initially
1152s I'm not sure who did who did stalker it
1153s was Mickey yeah cool cool of course of
1156s course uh anyways lots of uh if you're
1159s interested in stalker more to come on
1161s his story we're gonna fast forward a
1163s little bit to 2017 which actually
1165s happened in this very room with the
1166s planes of eidolon reveal at 10 alive
1168s pyra was here fashion frame is here big
1172s moment over there I remember it sorry
1175s um Keith
1177s lovely Concepts
1179s it's sort of this is sort of grounded
1181s for me yeah yeah so this is uh we got
1184s basically the Euro constructures
1187s and we got the ostron that scavenged
1190s them
1191s um and I decided you know these
1193s structures are still looking pretty good
1194s pretty pristine they're ancient
1197s um they're alive
1198s and uh and that's the valuable stuff in
1201s them so the Ostrom uh basically make
1204s their living like Whalers
1207s um picking apart these ancient ancient
1209s structures which is sort of in keeping
1211s with with real history in the sense of a
1214s lot of the stone gets reappropriated by
1216s following civilizations
1218s um and in this case it's it's got a
1220s certain different vibe and I think for
1222s that one this would be what I would call
1224s like an unclenched uh concept this is a
1227s moment where it's like okay this is
1228s gonna be okay
1229s we see a beautiful in a meat building
1232s sort of way yeah exactly it's one of
1234s those it's one of those moments where
1236s like I'll I'll um I'll Define what
1238s unclenched means for the for the
1240s audience like when we're I remember we
1243s were just kind of trying to get over the
1244s hump of figuring out the kind of like
1245s what are we gonna center around the idea
1247s of the astronz and and it was like
1250s working with Keith and he just kind of
1251s threw this giant boulder into the into
1253s the into the into the lake and we just
1256s it was just too unique not to not to
1258s commit to it so in the animation on the
1260s blubber just impeccable just it's always
1263s a thrill seeing what they do with these
1264s things yeah who had to do the research
1266s on that
1267s I don't see any
1269s search history for the meatball
1271s um Eric we have a lovely concept by you
1274s um
1275s yeah here we go Eric redeem yourself
1277s from that storyboard back to the
1280s storyboards please
1282s um yeah this was very cool to do I yeah
1285s I know I had this idea of throwing
1287s balloons in it and like things floating
1289s around and I know I remember Steve just
1291s lost his mind for that he was like we
1293s gotta do that so
1295s that's it it was a good way to convey
1296s scale really well it was a good way to
1299s convey yeah yeah like me and Kaz yeah
1304s you got that much bigger than me no of
1307s course not uh so obviously from concept
1309s to reality this is obviously what we
1311s know the planes looks like currently
1313s it's beautiful
1315s um we have many inhabitors of the planes
1317s such as the norg many fishies to be had
1322s uh and then as well like you were saying
1324s the auster on scavengers concepting what
1326s they're going to look like so this is a
1329s great piece by Raymond to kind of think
1331s about what maybe they're going to be and
1333s then weapons this was our first foray
1335s into modular weapons Kaz Lucas was very
1340s excited about doing modular stuff
1341s there's a lot of things in the game that
1343s are modular that are all due to Lucas
1345s and he just had so much fun like taking
1347s stuff from like loose drawings like this
1349s is pretty early on in the process when
1352s we get to see these things and then we
1354s have to make up something too just
1356s looking off of Keith's early pieces for
1359s some of the planning for cetus and Lucas
1362s was able to just create all these
1364s different new shapes based on just those
1366s little bits and pieces and he's always
1367s bringing in a bunch of research from
1370s like different world cultures and stuff
1372s so there's some cool shapes in there
1374s that are kind of based in history so
1376s it's just really cool yeah it was a
1379s really cool time to see not only this
1381s but then obviously when you put them
1382s together they
1383s you know put the tape around it and
1385s you're making a new weapon so the
1387s weapons team incredible job there on
1389s that one
1390s and then we move into Fortuna again
1392s another 10 o'clock experience
1395s we love reveals uh we have lovely
1399s concept art about orvalis and I remember
1403s the concept are for orvallis was very
1405s like Keith I know you did a lot of
1407s orbitalis concept art and obviously
1410s taken inspiration from it do you
1412s remember kind of that time yes uh there
1415s was a lot of really ridiculous out there
1417s ideas too I had the whole they went
1419s through these kind of terraforming
1420s seasons and I was kind of throwing that
1422s it's like that's a whole game we'd have
1423s to make a whole extra different game
1425s differently um but but you had these
1426s Impressions that that still worked and
1428s ended up following through so uh
1431s um yeah it's amazing to see it kind of
1433s flesh out and come alive
1436s and obviously we went inside for Solaris
1439s and doing their kind of story and
1442s thinking about you know how are we going
1444s to do this inside space with these
1446s workers trying to work really hard
1449s um and then Keith like I said your
1451s lovely Concepts absolutely love what you
1454s did with it by keeping it under wraps
1456s for so long it's such a great way to
1459s experience a whole people and and kind
1462s of get that sense that now they trust
1464s you
1465s um to show you who they really are and
1466s like and then they have this dignity
1468s they're not just this they're not
1470s they're victimized but they're not just
1472s victims
1473s um and there's this integrity and pride
1476s to them that they have in themselves and
1477s what they do
1479s um and I think it was really nice to see
1481s that kind of civilization come out in a
1484s game World
1485s um and I think gives them this this
1486s really interesting richness and depth
1489s um it doesn't feel like they're just
1490s there for the player right feels like
1492s they're kind of living on their own
1493s together and then slowly you gain their
1496s trust and they welcome you in
1498s yeah you're helping them they're helping
1500s you it's a beautiful story
1502s not a beautiful story is getting
1504s attacked by spiders but every open world
1506s needs to have enemies
1508s um and we didn't pick it up at the one
1510s in the lake really we haven't yeah
1512s exactly yeah yeah so we got weird
1515s spiders sorry if you have a fear of
1516s spiders I remember we had to have a
1518s Content warning of like there's spiders
1520s in this game I'm so sorry
1522s with the Solaris people I remember
1526s um I had seen the pictures early on and
1529s um I had been at an event with Jeff
1532s and he was like are they okay are they
1534s too weird do you think they're too weird
1536s he was so nervous about it being too
1538s weird I was like it's Warframe it fits
1542s yeah it's the amazing thing about
1544s working with Keith as well as like you
1546s kind of give him a nugget like a sedum
1547s idea we gave him kind of the culture
1549s idea we were aiming for and
1551s and then he comes back and there's heads
1553s and cavities and we're just like okay
1555s yeah that's like but like you were
1557s saying it worked so well systemically in
1559s the game as part of the standing system
1561s and it being a something you have to
1563s earn I thought it was incredible yeah it
1565s all worked out obviously you have
1567s conservation doing some little little
1569s traps here shout out to Rosa if you're
1571s here our conservation Queen pyro and
1574s then again more modular weapons for the
1577s weapons team cause was there was there
1580s like we were able to use obviously a lot
1582s of maybe what you we learned was zaws
1583s using kick guns or was it like different
1585s worlds
1586s oh it was very similar yeah on the like
1589s making side of things you just
1591s create kind of like sockets kind of
1593s thing and you can just plug different
1595s things into those parts so these were
1597s all Lucas again
1599s um just again taking just from those few
1602s Concepts that we had at the very
1603s beginning and being able to extrapolate
1605s into all sorts of different directions
1607s with it
1609s incredible
1610s obviously there was a lot that happened
1611s in between that I'm not glancing it over
1613s I only have 112 slides but we are going
1616s to go into the next five years of
1618s Warframe for a timeline 2018 till
1621s basically now heart of demos again
1624s another 10 o'clock reveal there's a
1626s theme happening here that I didn't
1628s really mean to do but we went weird and
1631s gross obviously with heart of demos
1632s being the Entrada family the more
1634s infested type of Vibes
1637s um
1637s what do we remember about I remember I
1640s remember heart of demos and Demos in
1641s general being really fast development
1643s wise we were just like we have this idea
1645s let's do it tanocon let's make it happen
1647s does anyone have any kind of like what
1649s were you feeling during that process
1651s well and he's throwing lockdown yeah
1653s into that that was we we got thrown into
1656s lockdown and we had to kind of do this
1658s um what setting up like a remote yeah we
1661s were setting up for mode and the other
1662s thing is it really wasn't the main thing
1663s we were intending to do that no it was
1665s going to be the new war and and oh yeah
1668s this was more achievable yeah
1672s the giant fleshscape was more achievable
1675s Escape oh God you know how many times I
1678s saw that word trying to find Art yeah it
1680s didn't work out exactly that way but
1682s yeah yeah internally it's called
1683s fleshscape so if you want to start
1685s calling it that that's I guess fine uh
1689s but again obviously Concepts fishing
1691s Spears we give them a whole new look
1693s with our nasty nasty little fish that
1695s went along with Deimos uh there's many
1699s different versions of this red cast yeah
1701s uh Lucas just goes through when he does
1704s his exploration so just they just have
1705s so much character and Life to them it's
1707s just so cool to see these early
1709s explorations of these things
1711s yeah it might be hard to see in the
1712s audience
1713s um but yeah there's a whole bunch of you
1715s know little notes on sticky net and gut
1718s hanging reference to other Spears sticky
1721s tongue you know weird stuff that makes
1724s demos Deimos and then concepted his name
1727s wasn't originally Lloyd but he had a
1730s different name I'm not sure what his
1731s original name was now it was it was so
1733s long you know I was just like yeah it
1734s was probably too much yeah
1737s you pitched originally yes it was yeah
1740s whatever I sort of explore new new world
1743s parts of the world yeah I'll kind of
1745s touch on a bunch of different things
1746s like operator outfits themed and you
1748s know weapons and yeah and and things
1751s like that and yeah yeah this guy was
1752s going to be a sentinel and kind of went
1753s to town with him this was interesting
1755s too because with this whole uh
1758s um kind of group
1759s I started to explore the motif of a
1761s skull and you got to be so careful with
1763s that because yes skulls are fun but
1764s they're everywhere and they always have
1766s a feel
1767s um so I really went tried to get with
1768s this with these sort of um really almost
1770s prehistoric ancient burials so we're not
1773s going Gothic we're not going kind of
1775s catacombs we're not going with that with
1777s that kind of feel sort of try and push
1779s it back even older whether a little bit
1780s more suppressed a little bit more hidden
1783s and this turned into like the seed of
1785s like the entrati kind of aesthetic as
1787s well we kind of built around this
1789s um and kind of put a lot of what you
1791s were exploring into that into kind of
1792s like the yeah the feel of the of the
1794s kind of round bits I think people called
1795s them corn Max
1798s it's sort of the idea The Motif is sort
1800s of like the um like gold coins that
1802s you'd get in these ancient burials
1805s um around Chieftains and things like
1806s that so they'd sort of be surrounded by
1808s their their riches
1809s um in this really early way yeah very
1812s cool that's great and then we've got
1814s into art guns which was a well necromax
1816s in general we're introducing this and
1818s then art guns
1820s um because in terms of weapons did Art
1823s guns kind of development differ from
1824s normal weapons or was it just make big
1827s gun make big guns yes make big gun make
1831s work make fire it's beautiful uh we had
1835s many other weapons as well with a father
1836s we had uh his version of those weapons
1839s you remember kind of the development
1840s process of that Kaz of making these in
1842s trotty very gold fancy weapons yeah so
1845s these came from more of Keith's drawings
1848s and he's got this huge book of a
1851s description of what they do underneath
1853s it with this like soul-sucking things in
1856s there the idea where they would have
1858s sort of reverse magazines so they'd
1860s start empty and then they suck a shot
1863s out of the target
1864s and and see and then you do kind of this
1866s life dope
1868s um you say life dump a life dunk
1871s you inject their life out of your gun
1873s like
1875s um
1876s we went weird
1878s I'm weird with this
1882s fast forward a little bit obviously
1885s um obviously one of our longest your
1888s locked in kind of a quest moment but a
1891s lot of work went into the new war years
1894s before it came out obviously As We Know
1897s it was a long road and people were very
1900s patient thank you very much thank you
1902s I remember the wallet posting use on
1905s your office that was entertaining for
1906s you the wall of Post-it notes yeah
1908s there's a lot of Puffs and notes on my
1910s wall yeah the Whiteboard came back
1914s um so yeah early Concepts hello
1917s uh Unum Tower which pyra I know you're a
1921s big fan of Unum Tower
1923s I'm not saying anything about it but uh
1926s you know just concepting what that's
1927s going to look like trying to figure out
1929s the story uh really love this Narmer
1932s Outpost trying to figure out what that
1935s type of grineer on steroids was going to
1938s be visually to make it kind of spooky
1941s yeah
1942s yeah I had to build a new kid right like
1944s we wanted to kind of make a new accent
1946s but it was going over top of older stuff
1947s so yeah we wanted really familiar and
1950s kind of a needle stretch when you return
1952s that this is not the same place it was
1954s so yeah yeah big swings as we like to
1957s say and then keys I don't know what you
1959s were eating that day but you came
1963s on Concepts
1965s yeah the idea was again they're almost
1966s playing off of a lot of the modular work
1968s we were doing there was an idea when you
1970s have these little sort of vonvalists
1977s uh and then they kind of you know loose
1980s them like little satellites
1982s um and then the actual frame that they'd
1984s be using as a host
1986s there was an idea that possibly they
1988s could be um swapped out modular so every
1991s time you come across an archon on a
1992s following Mission you're not quite sure
1994s what frame is plugged in yeah because
1997s the archons are these sort of parasitic
1999s yeah yeah that's disgusting uh and then
2005s obviously we you know taking the
2007s concepts from Keith on these archons
2009s making them their dedicated weapons we
2012s obviously have I'll go through each but
2015s Kaz do you remember kind of developing
2017s these to match and fit these very
2019s disgusting but beautiful archons oh yes
2021s those Concepts from Keith are some of my
2024s favorites from him
2025s they're all like kind of animal based
2028s like each one of them of them starts
2030s with an animal so we wanted to try and
2031s work that into all of the weapons as
2033s well
2035s yeah they definitely they definitely fit
2036s with who they are we got a mar which is
2039s one of the scary ones I charge after you
2041s and then concepting the choice screen
2043s Eric these are interesting I just stole
2046s kids starting
2048s plagiarism thanks Keith thanks Keith
2051s yeah we I remember when I was going
2053s through this archive there was a lot of
2055s different versions of it you had a
2057s version where it was like almost
2058s floating on the sky and like it varied
2061s you know space and then they came into
2063s this and then it became what it is
2065s um what was the what was the kind of
2067s thought process there of like how you
2068s wanted that to look in the end
2071s corrected to where it is now but back
2074s then it was uh they wanted kind of a
2076s select screen and so like it's coming up
2078s with all these different ideas stealing
2080s Keith's art
2081s but just putting it in you know for uh
2084s for ideas only and stuff and I just got
2086s whittled down to this really boring
2089s selection screen now so no no I'm just
2092s joking
2096s War there was a
2099s what we call Man In The Wall uh little
2101s teases here and there I won't spoil too
2104s much I guess maybe maybe not
2107s um but any anybody want to say anything
2109s about trying to incorporate a man in the
2112s wall into the new war
2116s we just
2118s knew where we were going so we we just
2120s wanted to um
2122s yeah plant seeds like little foreshadows
2124s of what we're going to be revealed and
2126s I'm trying to remember like are we
2128s getting to the man on the wall concept
2129s is that I I totally looked at the the
2131s flow before but because it like Keith
2134s Keith did a crazy one yeah Keith of
2136s course design yes uh Wally
2138s um and I'm trying to think when when
2140s what year was that though like the it
2142s was ages ago that might have been four
2144s years ago yeah five years ago four years
2145s ago so we knew we were getting there
2147s like for about that long ago and we just
2150s wanted to start planting the seeds and
2151s the key the key thing about the man on
2153s the wall I find is that
2154s he's still a mystery don't worry it's
2157s not a reveal it's there's no we're not
2158s seeing an answer to him there's there's
2161s a layering that that's underway with him
2163s so uh try to be sneaky about it you know
2165s yeah we try
2167s and then we went angels as a serum in
2169s and went real crazy finally got to go to
2171s the zeromon which I think was huge like
2174s the zairman has been a concept
2175s throughout Warframe for
2177s a very long time 2004 2004. literally
2180s thank you
2181s um so to finally be able to go there was
2183s obviously I think huge for the team
2186s um and Carrie do you remember kind of
2188s what Vibes you were trying to go for
2190s when making the Interiors of the ship oh
2192s abandoned overgrown and uh the presence
2194s of the void and that gets it into one
2196s spot and it also kind of shows the uh
2200s Oregon kind of waslet dominant cast
2202s above perhaps the people who would have
2204s been the mere Generation ship uh
2206s colonists
2207s and then of course the angels and I know
2211s based off conversations with you there's
2213s many iterations of what these Angels
2215s were going to look like
2217s um what kind of would be another
2218s unclenched another one clutch yeah this
2221s one right here so yeah do you remember
2222s kind of like how how many iterations and
2224s like what was what why did we Whittle
2227s down to to this one our concept art lead
2230s often has like a number at the end of
2232s his Concepts I I dare not say like yeah
2235s it would be high in the double digits
2237s for us to have uh got to where we were
2239s going without one yeah yeah
2241s and but landed on something very
2243s beautiful very haunting uh sound wise as
2246s well incredible and then we have some
2248s characters that we introduced uh into
2252s the zerman I wasn't really expecting us
2254s to be able to actually put like the
2256s little black glasses on that when we
2258s were first doing it but that worked out
2259s really well like I like that touch I
2261s like it
2262s have our our crew our lovely crew and
2264s and the early concepts of what they look
2266s like from the kamiki brothers it was
2268s really cool to see and again almost one
2269s to one with how they came out in the
2271s game which was interesting and then we
2273s went into incarnence right Kaz oh yes oh
2277s tell me all about it what do we have
2279s here with us today uh interesting of you
2282s to ask me about this
2287s there you go put the safety on
2289s yeah this is my favorite gun sure
2295s oh there you go she does not want you to
2297s hold the prop here don't don't touch my
2300s gun
2302s yeah so um this was a team effort we had
2306s with it five total incarnations that we
2309s came up with and of course they've got
2311s the void form so that's technically it's
2313s 10 so you know
2315s um I designed three of them and Nikita
2317s designed and created the other two he
2321s did the the dagger and the pistol and I
2324s I designed the others and I'm so proud
2326s of my team for pulling off such amazing
2328s weapons with these Concepts
2331s this is the only one that I I claimed
2333s this one for myself I'm like I'm gonna
2335s be selfish about one
2337s this guy the full Arc it's beautiful
2340s this might be beautiful
2341s and I remember early conversations we
2344s were talking about these weapons
2346s um they take attributes of the wood from
2348s the trees that are in the ziermann tile
2350s set do you remember any kind of for
2352s direction for that was there a different
2354s way you wanted to go or was like yes
2356s trees love to incorporate that well in
2359s the beginning we were thinking uh well
2361s what are these weapons going to look
2362s like they'd we don't really have a
2363s defined art direction for the weapons on
2366s this well maybe they're just security
2367s weapons or something it's a big ship
2370s with sci-fi people on it maybe security
2373s stuff and then Reb came in with a with
2375s an idea that they were ceremonial
2377s weapons that they're taking to the the
2379s new star system and that they come from
2382s specific trees on Earth and they're like
2385s just these beautiful pieces of art but
2387s also weapons
2388s because why not
2389s because why not yeah why not yeah a
2392s crazy school of weapons that we continue
2394s to add to uh to this day even so your
2397s team is incredible they keep pumping
2399s those out so go our team
2401s and then we got even weirder with the DU
2404s very Paradox this year took a real left
2407s turn went uh went to journalism and uh a
2412s little Dominus uh this was I believe a
2414s concept for like a Dominus Arena kind of
2417s vibe
2418s um but
2419s where was your head at when you were
2421s thinking of dude I think originally
2424s these were going to be in the gases of
2426s Jupiter so it was very kind of dreamlike
2429s suspended in in you know I think the
2431s Horizon was going to curve vertically
2433s like a crescent moon so you're really
2436s going to feel removed from the outside
2438s world and kind of stuck in this massive
2440s sea of gas with this kind of broiling
2442s gas and then he's got his own private
2445s imaginative Kingdom that he's building
2448s um and he's doing it in this kind of
2450s model of a type of a broken Antiquity so
2453s he's got this kind of um you know this
2455s this Caesar quality to him
2458s um you know he dreams himself a tyrant
2460s yeah a child dreaming he's a tyrant
2462s don't we all yeah we all go through that
2465s stage
2466s um and uh and so he runs if you end up
2470s in his world then you're just another
2471s play thing except you're real yeah and
2475s very Echoes to this day what do very
2477s Paradox is essentially his play world so
2480s incredible concept and then obviously
2483s thinking of what dubiri was actually
2485s going to look like was a huge Endeavor
2487s not only visually but it's just a
2491s massive massive world is it our biggest
2494s open world uh not in square footage I
2497s don't think but hopefully intensity of
2499s experience the experience is big but I
2502s mean it's our first kind of really
2504s exploring floating islands and having
2506s that kind of different levels within the
2508s the environment
2510s and we went real spooky weird with it
2514s when we were thinking about it I love
2516s this one because it it reflects that
2519s really creepy place that's into very
2520s with the the waterfall face
2523s um Carrie do you kind of remember going
2525s through all these Concepts and and
2527s critiquing and trying to figure out
2528s where we wanted to go in terms of when
2530s you saw this stuff yeah I mean like that
2532s that one there would be something where
2534s uh we were playing with a lot of large
2536s chunks of body parts bluntly in the
2538s landscape for a while and this was one
2540s of the things that kind of came out from
2542s it so
2544s um you know it is an iterative process
2546s so you'll have like somebody rough
2547s something in as a sketch in a crazy
2550s crazy idea and then somebody else will
2553s refine and then it'll go in game and
2554s then it'll kind of do a loop as we go
2556s and this would be something where you
2559s know visually that's gorgeous and it
2560s does exist now so you can kind of see
2561s how close but I think the very is a
2563s really good good example of showing how
2565s concept art starts in one place and
2568s evolves into something else like the the
2570s the concepts we're seeing now with the
2572s ship previously
2573s you know originally devere was intended
2577s to be the serum and got lost and had a
2580s broken technology where it could
2581s terraform itself in an emergency if it
2583s needed to so it kind of with math would
2586s grow its own world around itself you
2588s know and that's that's kind of what we
2589s started with you know back in when was
2591s that very long but then the other thing
2594s is we wound up shipping zerman first yes
2596s so that kind of like trips up that plan
2598s step one step two yeah we made it uh and
2601s then we you know did The Drifter cave
2603s with old man tession how well we
2606s internally call him is old man tession
2608s um and I I know this one we were was
2611s really special just because of where our
2613s heroes were at within the timeline of
2616s Warframe without spoiling anything with
2618s teshen
2619s um so it was really I think important
2620s for the team the art team to really nail
2622s the vibe of Tasha and what we were
2625s thinking about putting him in uh and
2628s then Kaz I know you designed his lovely
2631s staff yeah
2635s looks good matches him looks great he's
2638s riding on the heels of all the zairman
2640s stuff so yeah pretty easy to jump into
2642s that one yeah different vibe of course
2645s we have mocap oh Elise Elise she is our
2649s opera singer she's incredible animator
2651s on the team she's actually also
2653s babustine as well yeah I couldn't get a
2656s side by side but Obama scene as well as
2659s her so some incredible work done there
2662s Jeff you weren't throwing anyone around
2664s at that point to throw a lease around no
2666s no gentle with the least or gentle Tim
2668s on the other hand Tim's a different
2670s story Tim we toss around uh more weapons
2672s as well lager doing an incredible Dax
2674s bow concept like it just always Nails it
2676s black girl always Nails it lager is
2678s lager and incredible uh and then Carrie
2681s we have a little video here of a
2684s prototype a very very early version of
2687s devere and it's kind of like probably
2689s one of our uh biggest success stories
2691s because we wound up stopping trying to
2694s make it at that point and we went and
2697s did the new uh War instead so quite a
2700s lot of stuff went into this team came
2702s together and knocked this out right
2704s after damos came out
2706s um just to kind of see what we were
2709s going to do next and you know obviously
2712s a lot of rough edges at a time like this
2714s but um don't look at the Flying don't
2716s look at it
2718s things in Gray you know I've got some
2721s other videos that have flight controls
2723s that were so unintuitive that I managed
2726s to mainly bash into things even though
2728s it was mainly so
2730s right yeah you can see a lot of the
2732s factory stuff we were considering
2734s busting apart buildings and then several
2736s people talked me down off of the ledge
2738s on that one
2740s um
2740s but yeah there's some uh very very cool
2742s moments that the
2744s the early stuff through to the final uh
2746s would come through and this would be a
2749s very very long time before that don't
2751s mind the Sheep
2755s um
2756s but yeah this is uh this is like a
2758s really successful early step for us to
2760s be honest with you like you can get a
2761s feel for the place you're walking around
2763s you can understand how things might wind
2765s up scaling
2767s um there was like the the team could
2768s kind of buy into it at this point yeah
2770s and we would also know how hard it would
2772s probably be to do the way that we would
2773s like to do it you can't do this and a
2776s new war at the same time basically
2778s a little difficult yeah and so the video
2781s we're seeing here
2782s in here is this kind of how we would
2784s approach other open worlds as well like
2785s kind of making this giant playground
2788s Croc to make and walking around it and
2791s seeing what works what doesn't work is
2793s that kind of a normal process for our
2795s open world it's a relatively small chunk
2796s but yeah no you do it and you try to get
2798s it to be the real experience as quickly
2800s as we can and then that's how you can
2802s know whether or not it feels like it's
2803s worth doing because I mean there are a
2805s huge Endeavor we have a lot of really
2808s cool ones already so it better be worth
2810s doing yeah
2812s I always love seeing work I mean I love
2814s seeing work and progress stuff but all
2816s this behind the scenes is really cool to
2818s see uh you know what what worked what
2820s didn't work and and how we made it in
2821s the end so it was very cool
2824s okay
2835s all right when we last left are heroes
2838s uh I don't know where I was going with
2841s that
2842s um future of Warframe we're here to very
2845s Paradox is live obviously what's next
2848s for Warframe the things we're going to
2850s show you in this section some of it you
2853s may recognize a lot of it you will not
2855s and we're going to be very vague about
2857s it because you'll you'll learn very soon
2860s what it is
2862s um and the first thing I did want to
2863s talk about which you will recognize
2865s because they will be going live today
2868s are our heirloom collections
2871s yes
2876s and these are very special to the team
2881s because for many reasons one of them
2883s being is that minky came back and he
2886s concepted these designs for us
2889s so we have some really cool early whips
2892s of minky for the frost heirloom and kind
2895s of the direction that he was trying to
2897s go with that so cool different versions
2901s and then we have the Meg heirloom
2903s concept as well trying to figure out
2906s what she was going to end up
2908s a couple different shapes going on
2911s ultimately we we ended with this
2913s and it really what these skins emphasize
2918s for us is a legacy of 10 years of
2921s Warframe and again really special that
2924s minky came back and concepted these for
2926s us and one of the things that I want to
2930s note here involving in this collection
2933s is a brand new attachment so if you'll
2935s notice on the top of their heads you
2937s know Frost has his little spikies Meg
2939s has their little squiggles sorry minky
2941s that was terrible description of your
2942s art
2943s um but for a very very long time the
2946s community has wanted Halos so we have
2949s made what we're calling cigna's and
2951s they're a brand new cosmetic attachment
2953s in a style of a Halo so they're going to
2955s be coming with the heirlooms they'll
2956s have their respective ones you know
2958s fashion frame as you will we love halos
2967s and these are going live today at 2PM
2970s yes I know they did leak but they are
2973s going to be live at 2PM and you can
2975s check out everything the pack contains
2976s and all of that and really
2979s um celebrate 10 years of Warframe they
2981s are going to be uh you know what I'm
2984s going to say that for 10 alive anyways
2986s moving on
2987s um
2988s another new thing coming not coming
2991s today at 2PM
2993s um we were
2995s to bring another Warframe sorry
2998s we're doing another Warframe of course
3000s we're all about numbers 10 years of
3001s Warframe 30 years of De 54th Warframe
3006s this is De goth
3009s and this is Carson Keith Thompson art
3012s you got that motif of the Headless
3014s coming back again ever since I was
3016s little you gotta play being the Headless
3017s Horseman and things like that so we've
3020s got uh yeah dagapp here
3022s um who also has a distinctive
3025s Executioner's sort of bearded ax
3028s um which possibly is connected with why
3031s he looks that way I guess we'll find out
3033s well actually someone in a different
3036s game stole that ax I'm looking at Soul
3038s frame they stole the ax from us that's
3040s true I'm not gonna use this ass no okay
3044s okay she is going to have a different
3046s weapon
3048s um first a beautiful uh in-game look at
3051s what she's looking like right now as we
3052s continue developing her
3054s um shout out to obviously Keith for the
3056s concept model Mike beautiful job
3059s um and yeah she's giving very
3061s Headless Horseman Vibes I don't know if
3064s you can see the horse maybe
3067s attachments inspiration on her uh we'll
3071s talk about her more later on but like I
3074s said she will be coming with a blade and
3076s whip concept it's been a while since
3078s we've done a nasty blade and whip uh so
3082s Nikita fantastic job of matching it to
3085s her spooky Style
3087s and this is just a little in-game render
3088s of what that will look like love love
3091s love
3092s and as per usual on these art panels we
3096s usually reveal our next prime Warframe
3103s any guesses
3108s I heard
3110s Grendel
3116s it's a Grendel Prime will be our next
3120s shiny boy in the family of primes uh in
3125s his thick t-h-i-c-c uh Carrie I know in
3129s terms of art Direction you can kind of
3131s see a little bit of bore in his helmet
3134s can you tell me about kind of that
3135s choice to go a little animalistic and
3138s maybe some other options we had or just
3140s love it
3142s I mean when you've got a giant stomach
3144s that winds up essentially eating
3146s everything you know it's kind of a
3148s natural thing to play off of in Marco
3150s ran with things and did amazing with
3151s that yeah incredible love the boar look
3154s but of course with every Prime is an
3157s accessory and if we know Grendel
3159s Grendel's got the Zumba primes so it's
3162s going to be or sorry he's got the Zumba
3163s now he's gonna have the Zumba Prime sign
3164s Dana so be able to uh fashion frame of
3167s course
3168s and then and this is going to have like
3171s little floating feathers that fall out
3173s of it too that are kind of ephemeral
3175s little glowing things that come out like
3178s he's eating a chicken or something
3179s delicious the feathers are just flying
3181s behind him uh and as well his prime boy
3184s beautiful his prime weapon will be the
3188s zylock prime if you are a zylock enjoyer
3193s and as well
3195s wouldn't be without a melee and actually
3196s Keith I think you concepted this melee
3199s it is the ambassador yeah
3204s I remember looking at that concept and
3207s being in love with it because and I mean
3209s this with love it reminds me of like
3210s those potatoes on a stick oh that you
3213s get at the fair and I was like that
3214s looks incredible I think I might have
3216s creeped it
3218s um it's a part of a an engine
3221s it's um yeah yeah so I'm not sure what
3224s scale I might have taken it from a ship
3226s engine uh but again they've got the
3228s wonderful animation you know that where
3230s they all I love that ambient it's been
3233s it is a very satisfying weapon to hit
3235s someone with with all the spinning
3236s blades and I do want to correct uh my
3238s typo Andrew I'm sorry your last name is
3241s why you not w-u I'm very sorry about
3243s that you can you can talk to me later
3245s I'm sorry
3246s um also what we reveal in these art
3249s panels uh Deluxe skins
3253s who here wants a sevagoth deluxe skin
3259s I do
3260s I do
3262s yes
3264s it's giving fish it's giving aquatic
3268s it's very spooky uh liger again kicking
3271s it out of the park
3273s ER amazing built different yeah the
3276s amount of thought that goes in is just
3278s awesome to watch the whole process is
3280s fantastic they're they're always ready
3283s to you know take feedback and and make
3285s it perfect and and they are a
3287s perfectionist in their own way and of
3288s course Shadow Savage Shadow will have
3291s its own little Deluxe form as you saw so
3293s it's just little uh zoom in on that if
3295s you will
3296s but what's one Deluxe game when you can
3299s have two
3300s yeah you're really Deluxe skin will be
3302s coming as well a little more again we
3305s have an aquatic theme happening although
3307s she is a little water girl herself
3309s um so a very I think it's a jellyfish
3312s inspired fish five I'm trying to project
3315s that as a golf
3318s love that for her
3321s we'll be
3322s Deluxe alone alongside that can't do
3324s that without I love this yeah it is
3327s gross but cute I love it uh all right
3331s it's time for the part of the panel
3332s where we give you things with no concept
3334s not context
3336s ready ready to be vague
3340s you guys are nervous aren't you
3342s it's okay
3344s um
3345s there's a new cat a new kavat perhaps
3351s I don't know I don't know just a new cat
3355s we talked about
3356s a circuit like earlier in the yeah
3357s there's some gold coins it's a is it
3360s your cat is it someone else's cat
3363s time will tell also
3366s a new necromech may be coming
3370s hmm
3371s I smell a theme
3375s yes a theme with these spoilers uh and
3379s another thing I'm very excited to show
3380s is a new weapon
3383s and a new grip type all together
3386s we ran out of guns to make so we decided
3390s to make books
3392s a grimoire will be coming
3395s to Warframe at some point
3398s Again The Vibes they're similar
3401s they are very similar this is the
3403s in-game model of it
3405s I don't give me an excuse to make a
3407s skull on a book so I took it yeah there
3410s you go
3411s we love a little hand uh and that's it
3414s that is the art of Warframe panel we're
3417s not even gonna look at that slide don't
3419s even look at it don't look at it uh
3426s thank you everyone here for watching I
3430s hope you enjoyed going through my 112
3432s slide Archive of Warframe Eric thanks
3436s for being here Kaz thanks for being here
3437s Jeff thanks for being here Carrie thanks
3439s for being here Keith thank you for being
3440s here any parting words any words of
3443s wisdom
3444s thank you all ten more years
3447s okay perfect thanks you guys next up is
3451s the sounds of the system panel so if you
3453s want to have your ears tickled just hang
3455s tight because they're coming thank you
3458s foreign