The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.
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24 de Maio

Dev Blog 24/05/18



Greetings warriors of Calradia!

Concept artists are the backbone of an art department. A 3D artist or an animator might be constrained by technical limitations or by the particular engine that a game is using, but a concept artist can let their imagination run wild. Combining their research, their artistic sources, and their own skill, they explore new aesthetic possibilities and lead the art of a game to new territories, effectively pushing the boundaries of what a game can offer (in visual terms) to its players. In this week's entry in our blog about Mount & Blade II: Bannerlord and the team behind it, we talk with our concept artist Ali Eser, who created (among other things) the faction banners, many castles, interiors, clothes, and armours. When you look at some impressive-looking armours from Bannerlord: it's very likely that it started with Ali thinking, "hey, this would look cool in the game!".


NAME
Ali Eser

FROM
Ankara, Turkey

JOINED TALEWORLDS
2017

EDUCATION
Anadolu University, Illustration/Animation

OFFICIAL JOB DESCRIPTION
Concept Artist

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
During the day, I'm busy drawing and designing architecture, clothing, armours and weapons for the different cultures of Calradia. Usually, I have something new to work on every week so it never gets boring!

The way I go about designing this stuff is; after I get my briefing, I spend some time researching about that specific topic, gathering as much information and historical illustrations as possible. I prefer using historical reference books that focus on a specific culture/time period. After this, I start sketching. During the sketching phase, I try to come up with lots of variations for the same design because usually, a design that's worth keeping comes after several iterations. Something of importance is to form a convincing and coherent visual language for every culture, based on their way of living, values, history and traditions. This is reflected on the immersion of the world as a whole and contributes to the suspension of disbelief that the player needs. After I feel like I've created some satisfying designs, I send them for approval and at this stage we usually go through more and more changes to improve the designs even further. After we have the final versions, they get passed on to our amazing 3D artists and made into assets for the game.




WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
Definitely playing as a freelancer in singleplayer campaign. I especially love starting out in one kingdom and at one point leaving it to roleplay as a traveller.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
I think it was designing the architecture for Khuzait. The cultures they were based on (Central Asian/Mongolian tribes) didn't leave as much architectural artefacts as the other cultures because of their nomadic way of living. So what we had to do was reference their existing aesthetic styles from their nomad homes and small buildings and come up with our own designs. Which was honestly, one of the most challenging but fun designing experiences.



WHAT DO YOU CURRENTLY WORK ON?
Right now, I'm designing civilian clothes for every culture. I try to always keep in mind what are the most recognizable and iconic dressing styles that are unique to each culture and implement those. Sometimes I even push those parts in my designs to have clearly separable sets of equipment for each culture.



WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
I'm in-between Empire and Aserai, both for their architecture and cities. The former feels glorious and gorgeous while the latter, mystical and enchanting. The way I plan to solve my indecision is to play as a traveller from the heartlands of the empire, who roams the Nahasa desert!



HOW HARD WAS IT TO DRAW THE CONCEPTS OF CASTLES?
I can say that designing for castle keeps can get quite challenging. The buildings must always make sense in real-life terms, meaning you cannot have something in Calradia that couldn't be built in the real world. Since these keeps are huge buildings that need excessive planning to actually construct, I need to be careful about which walls can stand or not, which ceilings needs support, etc. Also, I need to keep in mind the technologies and materials available for that particular culture in the early medieval period. I also have to solve gameplay problems visually, like keeping navigation fluid and easy, and making first-impressions interesting and readable. With all of this in mind, trying to design a nice and beautiful castle can get overwhelming! The design approach we have for Bannerlord's keeps is practical, less focused on the decoration and aesthetics part of things and more focused on the functional part (meanwhile, as I mentioned, keeping things beautiful). That's why the concept designs for the castles actually look more like plans than paintings!





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17 de Maio

Dev Blog 17/05/18



Greetings warriors of Calradia!

From the steppe empires of Central Asia to the feudal states of Europe, cavalry was an integral part of medieval armies. Whether providing logistical support or charging the enemy on the battlefield, horses proved to be invaluable assets in warfare. In this week’s blog, we will take a look at these elegant and powerful animals and discuss the improvements and changes we have made to horses in Mount & Blade II: Bannerlord.

In Bannerlord, horses are just as important as their real-world counterparts, and just like in real-life, there are different breeds which are suited to different tasks. We have a variety of different horses in the game, most of which players of our previous games will already be familiar with. They include:
  • Charger
  • Desert
  • Hunter
  • Mule
  • Saddle
  • Steppe
  • Sumpter
Each type of horse has its own stats, which determine their charge damage, speed, manoeuvrability, hit points and carrying capacity of the horse (some of you might have noticed that we didn’t mention armour, but we will get to that!).

On the campaign map, horses greatly improve the movement speed of your party. They also vastly increase your maximum carrying load, which should be of interest to any traders or looters out there. However, you won’t be buying additional horses just for these benefits anymore: when upgrading your troops to a cavalry class, you will need to provide them with their own mount (and if you read last week’s blog you will have a good idea of how to get a steady supply of these!).

One of the changes we made to horses is that they now come with an equipment slot. Players can equip their horse with different types of saddlebags, harnesses or armour, which modifies the stats of the horse. This allows players to customise their mount to better suit their current needs depending on their current activity.

The design process for creating both the horse models and their equipment was actually quite straightforward. Our first step was to do some extensive research on different breeds of horses and the types of equipment that would have been used historically. Then we selected what we thought would be the most appropriate references for the game and used a bit of creative freedom in cases which we couldn’t find anything to represent the different cultures that each of our factions takes their inspiration from. The next step was to create some concept art to help bring our ideas to life. After creating and reworking a number of different designs, we moved on to the modelling phase. This involved creating both high and low poly versions of each model to be used in the texture baking process. Finally, we implemented them into the game, ready for testing!



Each of the horses come in a variety of colours, which we think helps to add to the overall immersion of the game, and in addition to this, we implemented a horse mark variation system which adds some additional variety to the horses by randomly assigning them with leg and facial markings, which helps to make them look and feel more natural.



In next week’s blog, we will pick up where we left off with our series of interviews with members of the TaleWorlds team by speaking with Concept Artist, Ali Eser. If you have any questions you would like to ask him then please leave a reply in the comments and we will pick one out for him to answer.

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The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.

Mount & Blade II: Bannerlord is the eagerly awaited sequel to the acclaimed medieval combat simulator and role-playing game Mount & Blade: Warband. Set 200 years before, it expands both the detailed fighting system and the world of Calradia. Bombard mountain fastnesses with siege engines, establish secret criminal empires in the back alleys of cities, or charge into the thick of chaotic battles in your quest for power.

SIEGE GAMEPLAY
Construct, position and fire a range of heavy machinery in sieges that will test your wits and skill like never before. Experience epic, sprawling combat across ramparts and rubble as you desperately hold on to your castle or seek to seize one from the enemy.

Historically authentic defensive structures offer the ultimate medieval warfare experience, as you batter a rival's gate with your ram or burn his siege tower to ashes. Mount & Blade II: Bannerlord lets you live every moment of a chaotic battle through the eyes of a single soldier.

DIPLOMACY
Engage in diplomacy, with meaningful consequences that impact the world. Strike historic peace deals that win land for your kingdom or free you to take on a new foe. An all-new barter system gives players flexibility in cementing deals, from marriage offers to treason pacts, offering all the options available to NPCs. Use a new influence system to direct your faction's energies or strangle the aspirations of a rival.

SANDBOX ECONOMY
See the availability of goods ebb and flow in a simulated feudal economy, where the price of everything from incense to warhorses fluctuates with supply and demand. Invest in farms and workshops, or turn anarchy to your advantage by being the first to bring grain to a starving town after a siege or reopening a bandit-plagued caravan route.

CRAFTING
Craft your own weapon, name it and carry it with you to the field of battle! A deep, physics-based system gives each weapon you create a unique set of attributes, strengths and weaknesses. Forge a finely-tuned killing machine to match your own prowess and complement your play-style, or take the sword of your enemy and brandish it as a trophy of war.

MODDING
The engine and tools used to develop Mount & Blade II: Bannerlord are being made available to the community, so that modders can re-interpret Calradia or create their own worlds! Players can now combine different mods, making it easier than ever to play the game of your dreams.

ENGINE
An all-new tailor-made game engine, developed in-house to fulfill the unique needs of the series, offers the perfect balance of performance and graphical fidelity, scalable with the power of your hardware.

Experience Mount & Blade with richer, more beautiful graphics than ever, immersing you in the world of Calradia, rendering the game's magnificent battles with equally spectacular detail.

Requisitos do Sistema

    Mínimos:
    • Processador: Intel i3-2100 / AMD FX-6300
    • Memória: 4 GB de RAM
    • Placa gráfica: Intel HD 4600 / Nvidia GT730 / AMD R7 240
    • Espaço no disco: Requer 40 GB de espaço livre
    • Notas adicionais: These estimates may change during final release
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