Model by Mathias GabrielProgramming: Even in the early stages programmers work with designers to start building all the functionality needed to make the weapons actually work. Motherflakker by Arturo PahuaModeling and Rigging: Concepts evolve into stunning 3D models and are expertly rigged for seamless animations. This helps inspire excitement but mainly gives everyone a better idea of what their part of the work will entail. So yeah…a little more than “Gun go ‘boom boom’ then people are happy.”Ĭoncept Art: Next some very talented artists bring ideas to life with captivating mockups. Ultimately we want to feel powerful but not handed victory on a silver platter and weapon design is a piece of solving that puzzle. This can sometimes be a trap though as “balance” isn't always what people want. Quality and quantity requires us to take a critical look at weapons utility in context of the entire arsenal and change or remove ideas that only favor novelty. As mentioned above we wanted to have a lot more weapons but we also want to make sure we don't have a ton of role overlaps in our arsenal. A brief overview of the process looks something like this □.ĭesign: First off, careful planning ensures each weapon's purpose and role in the arsenal, maximizing the chances of captivating players and giving them solid utility. I’ll take some time to be a bit more serious to mention that it takes a tremendous amount of effort from a whole team of people across multiple disciplines to get even one weapon fully up and running.
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