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Made in cz
Been Around the Block




Hello!
Inquake Softworks happy to invite everyone to take part in closed alpha test of the MMO-action game in “Dark Fantasy” setting.

Short about game: http://warholdthegame.com/en/news/30-posadochnaya
Here is a short instruction and link for new game client: https://goo.gl/Oxf0vf
Testing will take place during the 15.00 (CEST) 6.00 (GMT/UTC - 7:00) till 21.00 (CEST) 12.00 (GMT/UTC - 7:00) 7 October 2016.

During this alpha test next features will be avialible:
- Different characters (Marauder, Sniper, Fanatic).
- Team Deathmatch mode;
- "Dungeon" and "Winterclif" maps;

We would like to receive from you the most detailed feedback about:
- Character's movement speed;
- Blood, blood animation;
- Battle physics;
- Skills (using, effects, ect..);
- Maps "Dungeon" and "Winterclif" (light, decoration, ect..);

You can ask us any questions in our chat: https://discord.gg/WgsFevp

Your suggestions and feedback about gameplay leave in this topic, please: http://warholdthegame.com/forum/8/

About new bugs you can report in this topic: http://warholdthegame.com/forum/topic/60/

Please note that the recording videos and screenshots from the alpha is strictly forbidden.

The date and time of the next Alpha test we will inform separately.
[Thumb - 000.jpg]

   
Made in cz
Been Around the Block




Attention! A new version of the client! Please download it via the link: https://goo.gl/fB8ikx
   
Made in cz
Been Around the Block




Hello, friends!

Today we will tell you how exists and develops Warhold. Because the work on the project takes effort of many specialists, we are going to cautiously choose them and snatch one by one for interrogation.

And today, we are very lucky, because lead programmer, and certainly the busiest man in the team - Dmitry agreed to give us a few minutes.

-Please, tell us, what are your group’s main objectives? What problems are they solving?

-Hello! At this point we are solving a whole range of tasks, it is a bugs fixing, and work on the new ingame features implementation. Now we are focusing on the finalization of the classes "Reaper" and "Battle priest", and of course on city building mode. I am sure that soon the focus group of alpha testers will be able to test new features and modes.

Another major task is reworking animations. We aim to breathe life into the characters, so that everyone can feel the unity with his game alter ego.

Spoiler:


Thank you for your answers and good luck!

Friends, whom you wanna see next??
FX specialist.
Game designer.
Level designer.

This message was edited 1 time. Last update was at 2016/10/27 07:52:24


 
   
Made in cz
Been Around the Block




Hi everyone! We continue to publish the dev diaries. Our worldwide voting is finished and the winner is... Level designer!

-Hello, Deniz! Please, tell us, what are your main objectives? What problems are you solving?

-Good day! I am glad that my work has caused so much interest. I'll start with the main tasks, of course, it is a solving problems with the maps. They are very different -collision, optimization of light, optimization maps by making LOD(Level of Details) and instancing. I know that sounds pretty complicated and confusing, but without this, maps do not sparkle vivid colors, and the game will slow down significantly, even on the most powerful computers.

- Thank you for your answer, but I think our readers would like more details.

- Okay, let's look at the process in the Dungeon maps example. We started with the blank level. Our goal was to assemble a map for the game 8x8 players with two levels (upper - outdor and lower - dungeon). This is how map looks after assembly. https://vk.cc/5JxdV2

- Then I prepared the first version of the map, and make screenshots to concept artist for drawing lighting. The idea was to create a dry, dying location of stones and lava. Here's a map how to see it concept artist. https://vk.cc/5JxeiK And there was again a fine tuning of lighting.https://vk.cc/5JxeIt

And yet, it seems to us that the map is not ideal. After much debate, we concluded that the atmosphere too much oppressive. It should be more lively and have calm lighting, and of course some fine-tuning. Once again, I changed the lighting, adding plants (https://vk.cc/5JxeSD), and lava replaced with water .https://vk.cc/5Jxfsi

- Divine work? https://vk.cc/5JxfXU

- [Laughs] In some sense, we are all here Creators. But it is necessary to understand that the work on the map will not stop. I will again and again make some tunes to finalize the map. Players need the perfect map, so to me is very important to our alpha testers opinion.

- Thank you for the interesting and informative conversation!

Friends, whom you wanna see next??

1. FX specialist.
2. Game designer.
3. Project manager
   
Made in cz
Been Around the Block




Hello! We glad that you pay close attention to the project! And today, we are going to talk with the Warhold’s Lead Game Designer - Anton.

- Anton, of course, you are one of the key person in the project. In many ways the final gameplay depends on you. It will be extremely interesting for our followers to hear about your tasks and plans..

- Greetings! Balancing the combat mode is a multi-stage task at the moment, it includes characters abilities debugging and weapons\armor configuration settings for each of them. We are doing our best to make battle interesting, entertaining and exciting for all players.
The second and not less important and urgent task is to test and debug game maps with our alpha testers. It is really difficult, and necessary process, so I am very grateful to the testers, who send their feedback.


- Okay. But our readers wondering what awaits them in the future alpha builds?

- After finishing work on the alpha version of the combat system, we are going to start our work on the Town.This is an important and versatile task. We need to balance many parameters of the town, starting from resources extraction and the production of items for the fighters, and finishing work on the citizens, and their skills behavior and quest system.

- Thank you for the detailed answers!

- Thank you for your attention to the game! I will be glad to see you all at the next alpha tests!
   
Made in cz
Been Around the Block




Hello dear readers! In this diary we’re going to speak with our Project Manager - Pavel.
Usually our colleagues talk about their tasks, but we'll start with questions from our focus group’s members.

- What is the hardest in the work of the Project Manager?
- The most difficult part is to stay in touch with everything that is happening in the project. Development team are absolutely different people and the most complicated part is to combine their job under the production plan

- Are you going to release the game on Steam??
- We didn’t decide yet, but it is one of our option right now. More information about it will be available later (closer to release date).

- Our readers are wondering what is your overall game experience, what are your favorite games and how much time do you spent in playing?
- More than 20 years in total. But mostly it turned as work than just for fun., Right now i play in Dark Souls, Bloodborne, Nosgoth, Team Fortress and other games that are close to our gameplay. It is one part of my job.



- Well, we have finished with questions from the focus group for now, let's talk about the development. Everyone knows that the quality of the game depends on the team, what can you tell about our team?
- Besides the fact that they are professionals and know their job? [Smiles] The team loves our game and ready to actively develop and refine it. Our readers may not be aware that they too are part of the Team. First of all we develop our game for our players. Their opinion and decision on this point is important to us and we are ready to listen them.

- Thank you for your answers. I’m more than sure that our alpha testers will do their best in game testing. And the last question for today, which excites all of our listeners - should we wait for game release in the near future?
- We have a clear understanding that high product quality requires a lot of time and efforts.We are not in a hurry, but in the same time our development tempo is high enough. We are absolutely unlike the idea to release a product that contains a lot of bugs and flaws. Our focus is on the quality of all the components, therefore, as has already been mentioned many times, we really need your feedback.

- Thank you for the informative discussion!
   
Made in cz
Been Around the Block




Welcome to the new page of Warhold’s dev diary. Today we’re going to see a real computer magic- in-game VFXes. Our colleague today is Jenny.

- As i can see you have prepared a video to us, since it’s a quite complicated task to describe your job.

- Hello everyone! Yes, the VFX is difficult to describe with just only words, or show on a static screenshot. I hope that my story and video will help you to understand my work, and you'll learn something new about the game and VFX development process.
https://www.youtube.com/watch?v=tzbQg1EqUuE

- For those who can not now watch the video, I will explain. Jenny tells about the VFX development process of blood splashes when you hit the enemy. Step by step from references to drawing the first variant of blood and finishing by overlay effect on the game characters.

- As you know our game is made in the dark fantasy setting, so there will be a lot of blood. [Smiles] Enjoy!

I think we will return to the FX production and their impact on the game in the next dev diary.
   
Made in cz
Been Around the Block




Welcome to the sixth part of Warhold’s developers diaries! Today our hero is 3D character artist - Sergey.
- Hey! And traditional question, tell to our readers, what is your current work?
- Greetings! I’m finishing work on armor for Possessed now. And I rework some current in-game armors and equipments.


- So, Sergey revealed our secret about new class. [Laughs] I think our readers together are going to say you: "Thank you!" But let's return to your work. What problems do you have when you create your 3d character?
- In fact, in our work, problems are rarely arise if you sufficiently attentive to detail. The main point is to stay in overall style. In other words to create a character that will look harmonic to the whole Warhold’s world. It also includes the correct materials selection for armor and delicate work on the styling elements.


- Thank you. Please share nearest plans, but, mind you, without disclosing secrets!
- Of course, I’m going to work out alternative armors for all existing classes. It is quite complicated and serious task for now but i’m more than sure that all players will like it.


- Thank you for the interesting conversation!
   
Made in cz
Been Around the Block




Hello everyone! As you know, we announced a new game character - Possessed. Later we will reveal more details about it. But now we would like to ask you, choose one version of Possessed that you like most.
   
Made in cz
Been Around the Block




It's high time for the next developer diaries. Today’s hero is going to be Andrew - our 3D Environment artist.
- Hi, Andrew! I know you're prepared, and now our readers are going to see very interesting screenshots and concept arts.
- Hello everyone, yes, I want to show the result of recent work - a "Chef’s house" one of the main buildings in game. That building will be your town’s control center. Like every 3D model, first it was created by our 2d concept artist, and passed few improvement stages.



When 2d concept was approved by our team my turn came. Of course, some details and proportions were changed a bit to the needs of our in-game feeling.



- Now we are working on interior decoration. But I think, our level designer Deniz will be able to tell you more about it. In this process, I will help as needed, because I started the second, most important building in town - the "Hall of Heroes", but for now, I'm not ready to reveal details.
- Thank you for answers and new screenshots! I'll get back to you the next week, so we can show the results of your work to the public if they’ll want of course!

   
Made in cz
Been Around the Block




We still continue collecting your opinion about the possible version of Possessed. Please tell me what version you like most?

   
Made in cz
Been Around the Block




Today, we are going to talk with new the Warhold’s Lead Game Designer - Alexander.

- Hey! And traditional question, tell to our readers, what are you doing now in Warhold?

- Hi! My main task now is to finalize the combat system. That is why i play a lot of different games right now. Yes, I play at work. I know that it sounds like a dream job, but the reality is more cruel. After playing a game, I have to draw conclusions that make our game better, to get rid of "childhood diseases", avoid others mistakes and missteps.

- This is a pretty common words, give an example, please.



-Okay! Let’s take the most basic points. For example - an overview and movement of the character. Were they comfortable to the player? What was the cost of this feeling? Let’s move on. How do character’s abilities affect on fight? Is gameplay responsive enough to my commands?? What happens if I try to interrupt some action? How do game characters interact with each other and surrounding world? A million questions and each need a clear answer.

- I think that our readers will have to spend hours to answer this questions.



- I understand them [ ], but let us continue. Good combat system does not cause rejection. During the battle, the player must be focused on what is happening, Poor responsiveness and other gameplay problems shouldn’t distract gamer from playing the game. We must constantly raise game difficulty but it should be feasible challenge for the players.

- The player must interact with other players.

- Right. We focus on team play, which means that the gameplay should also be built around the interaction of players with each other, it is achieves by the synergy of abilities and performed roles as heroes. And player should feel this all as a rhythm, but in the same time it shouldn’t knock him down. The player should have enough time to analyze what is happening, making a decision on next action and plan next steps.

- Tell me, what games already been played, and what do you plan to play? Perhaps our readers will be able to offer you something interesting.



- Oh, a lot of them. For example, in Paragon, we have considered in the first place animation and camera position. In Dark Souls (2,3) and Bloodborne - dynamics and tactics of combat, in Overwatch - battle modes, locations design logic and the separation of the heroes roles.

- Thank you for your time. See you soon!
   
Made in cz
Been Around the Block




Today we are going to reveal new details about the Possessed abilities. We remind you that Possessed is a fighter who prefers to attack from medium range and protected by light armor.
Please keep in mind that it is not the final set of skills. Work in progress.

"Dark energy" - implies a bunch of dark energy, which can run into the enemy. In addition to the direct damage, the opponent will receive a powerful debuff "Dark Fire", causing permanent damage a few seconds.

"Fireball" - a classic spell with an explosive effect. When injected into a group of enemies can set them on fire, giving your teammates an excellent opportunity to quickly finish off discouraged opponents. You will be able to detonate the spell at will, which gives an additional tactical advantages.

"Obsession" - a powerful buff that increases your close and ranged DPS (Damage per Second). Your character becomes much more lethal during the "Obsession", but you pay for it.

Every second, the demon devours part of your health. Be careful, fascinated "Obsession", you may fall prey to the demon.
   
Made in cz
Been Around the Block




As promised, we are visiting again our 3D Environment artist!
- Hi Andrew. Last time you told us that you were working on the "Hall of Heroes" (Building name is not final and can be changed). Tell us are you still working on it?
-Hello everyone! You’re right, right now I’m finishing my work on this structure. But let's start from the beginning. That's how concept artist saw it. https://goo.gl/QOjLwF

Quite an interesting idea, but it has it’s own difficulties. First of all this building is inhabited, i.e. we will be able to get inside, so the interior and exterior of the structure should be strictly correlated. Otherwise, an external style will stand out from the general concept and the internal will not provide atmosphere of the game.



- Not sure what might happen. We closely follow the strict compliance of the style

- Sure, but let us return to the problems. The second and most difficult problem is to transfer all interesting concept artist’s ideas 3D object without disturbing the harmony. As I said, in 2D, you can create the perfect atmosphere, but correctly imagine the volume of the building is very difficult. Now we can only add entourage and the building is ready to host its first visitors.



- Thank you. Tell me, what are you going to work now?

- Not yet, but i will happy to share the news about it in a couple of weeks.
   
Made in cz
Been Around the Block




Welcome to the tenth part of developer diaries! Our hero today is going to be concept-artist Mary!
- Hi, Mary. In several diaries before was mentioned concept-artist’s work. And here we are with you. Let's start with a couple of general questions that will help our readers to understand your job. What are your duties as concept-artist? Not all people understand what the position is and why it is so important.
- Hello! I’m very pleased that i can describe my work to the readers! Concept artist prepares ideas for new game content. For example, my responsibilities include preparing concepts of town buildings, their interior and exterior. Also, I think over all appearance of the urban elements of the city from walls to the door hinge. After all the parts are accepted, I create the most detailed concept, which will be guided in 3D artist work.
- Is it necessary to be a real architect?

- No, of course not We need perseverance, logic, attentiveness and desire to create. For example, I’m Master of Arts, and still have an additional education in history of arts and architectural styles.
- Strong enough! But let's get back to the Warhold. What are you doing now?
- Oh! Now I'm working on a very interesting building to train our soldiers - the barracks! They are surrounded by a wall, and in the center is a training ground. There you’ll find the targets for archers and "dolls" for melee training. Now it’s only a sketch, but soon it will become a full concept.
- Tell us, about the concept-art production?

- It's quite a laborious and lengthy process. Let me tell you more about it separately?
- Okay, we are waiting for the details. I think our readers will be interested in following of all the steps of creating one of the most important buildings in the game.
   
Made in cz
Been Around the Block




Concept-artist Mary agreed to share some details of the work on the city barracks.
- Hi! So, it all starts with a description of the building from the game designer, then I'm doing a few simple sketches to define the basic silhouette and shapes. Talking about our barracks i knew that there must be strong walls and some training ground. You saw my first sketches in the last developer diaries. Now I pick the appropriate references of the building to make it look like alive and avoid serious corrections.

- How often do you make corrections?
- Yes, quite often, but this is a normal part of the job. In the first step it is necessary to find appropriate variant so you are always in search of it. Further work some corrections is also sometimes related, but they make the concept better! I have never had unnecessary or absurd amendments so it is normal way of our work.

- Thank you for the explanation, look forward to the next stage of the story.
   
Made in cz
Been Around the Block




Hello dear readers! The holiday spirit gradually captures the planet, but the Warhold’s team resisting to it and still working hard! Today our level designer Deniz will tell us about the work on the Town.

- Hello! I’m almost finalizing my work on a draft model of the area where will be market, sawmill, hunter's house and several points for other buildings. Since two buildings need to have access to the forest, I’ve decided to move them to outside the city walls area and now it is a Suburb area. But it’s not as easy as i thought. ! As planned by the game designer player should not spend too much time to move around the city and I should keep it in mind during my work on the region and during calculating routes..



The more serious problem is the size of the area. Because we plan to place there a market, and the area should be fairly large, which again brings me back to the question of the location. Fortunately, I already have an idea how to solve these problems. I am sure that soon I will be able to please you with a screenshot of which is close to the final stage of the model area.
-Thank you, Deniz! We will come back to you after a while, to see the progress!
   
Made in cz
Been Around the Block




Dear friends, we continue following developing barracks concept-art. Join us!
- So, my sketches are approved. The next stage is finalization of the concept. Now we have to "try" some details, using rough models in 3D-editor. Yes, do not be surprised, I also work with 3D models. It helps me to save time and concentrate on design. As you can see, even at this stage it becomes clear how the building will look like, but it is not the end. I will have to detail the building completely. Starting from the roof and ending with door handles, it's not a quick process.

- What is the most difficult thing during concept creation?
- Well, there are few problems.. I'll start from the main one, to create a common style for the entire series of concepts: all buildings should look as in one style but in the same time buildings should be unique.. Next problem is to think over that 3d artist could develop it. And, of course it is necessary to make the concept interesting and live, but in the same time reliable and realistic.
   
Made in cz
Been Around the Block




Hello dear readers! Christmas Time already here, but Warhold's team is not looking toward the tables full of foods and tangerines! We work hard to do as much as possible in the holidays eve.
In this part of developer diaries, we will not have a traditional interview with one of the team members. Today I will tell you about what each of us is working on in the New Year’s Eve week.

Let's start with our ever-serious programmers. They have already made a few client builds with updated animation and combat system. And now, furiously fixing bugs (you remember about the table and tangerines). I believe they will cope with it!

Our FX specialist Jenni is completely gone in to work on the fog. Looks like some of the heroes may have problems due to poor visibility. Watch your step! =)

Denize, continues work on the Town areas. He has added some materials for buildings, and now they look almost like the real!

Andrew – our 3D environment specialist occupied a very serious and important task! He brings order in the graphic resources chaos. It is necessary to optimize the client as much as possible and use all the engine features.

Game designers enthusiastically make documents for programmers in the same time they’re looking for bugs in the new build. They’re doing this job perfectly!

Our UI designer is seriously busy, in fact he almost finished new web site design.!

Meanwhile, our concept-artist almost finished work on a new barrack. The day after tomorrow, you will hear about details!

The project manager is closely watching for all this rush. He is calm and focused, since he knows that everything is as planned!

Here it is, the pre-holydays work day in Inquake Softworks!

Happy New Year!!
   
Made in cz
Been Around the Block





Dear friends!
Warhold’s team wishes you a Happy 2017 Year! We would like to thank each of you for your attention to the project. Your feedback and kind words each day support us and help to achieve the goal!
We are confident that in the next year together, we can open the Warhold’s world for multiple players!
We wish health, success and luck!

Happy New Year!

With love,
Warhold team!
   
Made in cz
Been Around the Block




Mary finished work on the barracks concept. Let's find out the details!



- That it is the final stage in the preparation of the concept. I arrange the unique objects that will amplify the pre-prepared parts. Final check and here in front of you ready concept of our barracks.


- Mary, our readers are interested in - where do you draw inspiration? How much do you have to play to make the original concept?
- Curiously but the main source of inspiration are examples of the real buildings. The best one are some of medieval European architecture. Games? Hm, the most impressive game is the Witcher 3 and of course Dark Souls. And also it is good to study the approach of artists in movies, such as "Lord of the Rings" or "The Hobbit."
- Thank you, for lifting the veil of secrecy over your work!
   
Made in cz
Been Around the Block




Hello everyone!
Hope you had a good holidays and now ready for great adventures in new year!
Warhold’s team successfully completed all planned tasks for the past year and now we are starting to actively testing new features and experiments*. Sometimes our experiments lead to very unexpected results. For example, a character attempt to look back.


Yes, a good back overview, but there is a small problem...huh...

Fortunately, we were able to stop in time programmers and animator ** who tried to repeat the trick in the real world, so the bug will be fixed today.

Stay tuned, soon there will be a lot of interesting news!

* No characters were seriously injured.
** There were no casualties among the developers.
   
Made in cz
Been Around the Block




Hello dear friends! Today our dev. dieres is quite unexpected, because we will not talk about the progress of the project, but we are going to ask some important questions about the interesting options that we would like to add to the game!

"Trophies are goods, captured after the victory over the enemy army; a sign, a symbol of victory. "


As you can imagine, Warhold’s world are ceaseless battles for a good place under the sun. Therefore, the trophies can be various. Don’t forget about the town citizens who will not sit idly. All this gives us a huge scope for a variety of trophies.
From the foregoing we have a question - what is “Trophy” for you? How would you use it? Should it bring any benefit, or rather the fact that it will be reminded of the bright event? Should we associate trophies as achievements? Should we use resources as Trophies?

Please feel free to write your opinions and suggestions here. It is very important for us to know your opinion!
   
Made in cz
Been Around the Block




Hello, dear friends!
Today we'll show you the progress of the concept art for the town. As you remember, Maria was working on the barracks and promised to share something interesting about the new work. Let's look on it!

- Hello! We are currently finalizing the residential town houses constructor - the tool for designers. Using a Modular Design our designers can make a variety of unique homes for our town without preparing a separate concept for each of them. As you can imagine, it can seriously speed up the work and will be very useful. Look at the example. I think you can easily find duplicated items.

The work is quite complicated, and before we start to implement it, we have to consider the style and look of the entire town. A more serious challenge was to decide what materials to any level of the building should be used. We took into mind the comments of the focus group and tried to avoid serious contrast materials.


However, let us go back to the constructor. We have considered the configuration of houses, architecture and the combination of the buildings, so it does not fall out of the general concept. Our main task - to make the city look like a real town, but in the same time giving a unique and special design to it. Later I will show you how using similar elements huge amount of buildings can be assembled.

See you soon!
   
Made in cz
Been Around the Block




Inhale. Exhale. Another deep breath and slow exhale. Heart is beating steady and strong. Consciousness that is not able to keep the whole picture, splits reality as children's mosaic. The smell of burning, human sweat, polished and sharpened iron. Noise of thousands of voices. Wind drives heavy clouds away, dragging the flames of dawn. Yes, the flames. The flames of war. The blood is going to flow here soon.

The army is preparing for battle. Each warrior knows the stakes: Family, Life and Freedom of the people left behind.
So I can only stand and watch. My time has not yet come. No one dares to disturb me in a moment of contemplation. I feel people that is near me as a part of myself.

The whole mass of the armor-clad infantry will fall into a single formation very soon. Trebuchets will sent a deadly cargo to enemies, and then again and again. And then our time will come. Obeyed to my word, formation is making joined-step, then another and another. And soon Khadah will regret that he tried to enslave us again.
So it must be and it will be! Nothing can stop people in thirst to live free and die free.

   
Made in cz
Been Around the Block




Hello, friends! We continue the story of town buildings constructor creation. In last diary Maria finished her story on the issue of unique buildings and the constructor features. Let's find out how did they solve the problem.

- So, it all starts with the preparation of the general view of a group of different buildings. The team is looking for options and evaluate the pros and cons. After the general opinion formed and bugs fixed, team fall into the "breaking" of buildings to the "components". The work begins with larger objects, for example, roofs and walls, then goes to medium-sized objects - balconies, doors, windows, outbuildings. The final stage of the selection of small objects - hinges, locks, parts of columns.



At the final stage, we draw each object in detail. To speed up the work, we start with a large object, and end up by small, because they require more time and effort. An important point - 3D artist should be able to see each object, drawn from various angles and readable proportions.



Through an integrated approach, where each item has a realistic size, its location is regulated by the logic and style, our city becomes alive and realistic.



We hope you had fun and you learned something new about the creation of computer games.

See you soon on our diary!
   
Made in cz
Been Around the Block




Hello friends! We are pleased to introduce Denis to you. He is our character concept-artist. Now he is engaged in bringing to the ideal of one of our characters. Let's find out the details!
- Hello! Yes, I am currently working on improving the design of the Marauder. Since old concept turned out to be like another character and was too stretched and did not create the impression of a warrior who can be in the thick of the battle. It is totally unacceptable for us.



My task is to think over the final design and the logic of armor. Knowing that a character will be on the point of attack, I was looking for the shape and weight that are visually make it longer and wider. Since the character has an interesting game mechanics and we will use complex animation,I tried to highlight some kind of insect feeling in concepts. In the same time I have to avoid situation when character looked like a daemon or our other character - Obsessed .
- The difficulties that I have encountered? Make a fusion between realism and fantasy in our art style. That is why we had to abandon the large, single parts, which would make our character look cartoonish. Another nuance of my work is the close interaction with animator - the analysis and discussion of the issues that directly affect the character in the game. Like, "Can character normally move in this armor?" "Will he be able to swing by a sword in this shoulder pad" And many other important details.



All I'm doing is the foundation for 3D-artists and animators. A foundation must be strong!

The game provides character progress system. That is why I need to think about and make concepts for each stages of character’s progress. Starting from the simple clothes to high-level armor. It should be understood that work on concept is long and complicated process. And it is obvious that we will have to make some changes after 3d model will be developed.

What are my ambitions in work? Create a character model, which will have high quality,look good in the game, and fully comply with their class!

Stay tuned, we'll have more interesting things about the work of our team on the Warhold project soon!
   
Made in cz
Been Around the Block




Welcome to the seventeenth part of our diaries. It's high time to speak about the town district’s work. Last time you saw a workpiece, and learned about our plans. Let's see what changed in the the area.

After the workpiece was done Deniz started detailing our district. Basic decorations and game buildings were installed on it. And much has been done to set up the terrain! Deniz added several varieties of ground, mud (we can’t go anywhere without it, right?), gravel, stones and rocks. Trees, bushes and ground cover were added afterwards. Now area looks very plausible, doesn’t it ?!

Since our town will have day and night dynamic cycle, the we have set up three test lightning modes: day, night and sunset. You can see it on the screenshots.




Our district will get a lot of small details that are important to the game's atmosphere in the next detalization stage. There will also be a work on the background preparation of the - a fields outside the city walls, rivers, mountains and waterfalls.


Stay with us, you will find a lot of interesting things!
   
Made in cz
Been Around the Block




Hello! Today we are going to speak about work of our 3D-artist - Stanislaw(Stas).
Stas has several important tasks right now. The first task is NPC’s creation (farmers, traders, craftsman, etc.), which in the near future will inhabit the world of Warhold. Some of them you can see on the screenshots right now.




The second task is to improve the appearance of the Marauder. Three artists are working on this task right now (concept-artist, animator and 3D-artist), to bring new and better animations to ingame character. During the work, special attention is paid on the quality of armor elements. It is important that those elements shouldn’t interfere with the character in performing complex movements. Right now the new 3D-model passes a stage of construction of low-poly block elements. Take a look at the screenshots. You can see that this character is going to be very popular amongst the players who prefer an aggressive fighting style!




The next step is working on the Marauder – making more highpoly details and preparation textures to model.

More good news - coming soon!
   
Made in cz
Been Around the Block




Hello, dear friends! Today we would like to show you the final version of the concept of enhanced armor for a sniper. We’ve spent a lot of time in search of a perfect mix of materials and now pleased to introduce it to you!

Very soon, we will show the work progress on 3d version of this new armor. And we would like to discuss a very important question with you. We are well aware that all the players want to emphasize their individuality through the character's costume. The development team is ready to consider the possibility of creating additional armor, but with a different set of materials and color scheme.
Below are four options for armor.

Please vote for your favorite variant.
   
 
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