Warlander - Clock Drive Games


Hello everybody!

Today, we’ll talk more about the art direction of the Warlander and what inspired our artists to create this fascinating world. Joining us today are Una Isailović (2D artist), Gordana Dramićanin (Concept artist), Andrej Vojković (2D artist) and Olivera Trajković - Olja (Lighting artist). They will talk about their experiences working on different aspects of Warlander’s art.

Una showed us some amazing concept art she made for the game. Here you can see the Fox village - a location that you may visit in the game (some shots of the Fox village can be seen in the video from one of our earlier blogs (link))



“Concept art is among the most interesting parts of production, but it also carries the most responsibility in the art department, since everything else related to the art of the game will emerge from it. So, at the same time, it is both difficult and fun to try to reach the next level of quality concept art. What sometimes happens is that you create an interesting form, but it lacks meaning and way to apply it to the world, or it’s not plausible in terms of reality” - explains Una.

“My task was to provide variants on the style of construction for the Fox Village designed by a fellow artist, and thus create new details of their culture that fit into the environments. Personally, at first it was challenging for me to play with environmental concept art, because I mostly worked on assets and costume redesign, which do not require much of perspective or any "architectural" type of drawings. But I knew that I could learn a lot through tasks that are focused on environment, and given that barbaric villages were assigned to me, I could not have dreamed for a better opportunity. I can be completely immersed with the pagan and ritual aesthetics, as I adore ancient and tribal cultures. For me this was one of the most beautiful assignments to work on.”



Una also added personal perspective of working on these concept arts:
“I felt that with each new drawing I was further developing line quality and rendering. In this particular task, I was doing a lot of research on the perspective, which meant very much to me for future work.”



Gordana chose to tell us a little bit about her work on Old Gods that was difficult but also inspiring for her.
"Here are some concepts for parts specific to a few deities worshiped in Druid Sanctum that I had the opportunity to work on - namely statues, totems, and a few specific architectural elements. Since I joined the team a bit later in production, the Forest Guardian and the Devouring Tree were already designed for the most part, so it was up to me to come up with a design for Many-Eyed God. “





“The main challenge was to keep him consistent with designs we already had and keep that awe-inspiring vibe fitting for a powerful, ancient being he is and honestly, it was very fun for me to work on this because I've always liked creature design but rarely had opportunity to explore it in depth. Aside from basic design language for our Ancient civilization I did when I first got on board, I was working mostly on sci-fi props so this came as a very welcome break from that. I could be biased here but he is one of my favorites and the Forest Guardian statue was fun to work on as well, I really like how it turned out."


Andrej shared his experiences in creating the vision-like concept for one of the levels:
“The goal was to define an otherworldly entity, a spirit/dream-like being that subtly morphs from various floating shapes, and finally takes some kind of recognizable face-like form, and also the surrounding spooky floating-island ambience that the scene takes place in, which was a big challenge for me, since most of the time I have been creating concepts for bodily/material characters and objects.”



“I hope I succeeded in conveying the feeling of spookiness, but it was no easy task. It took a lot of work but I’m quite satisfied with the result.”

Olja shared her experience in creating concepts for shrine stones (which was also her first task as she joined Clock Drive Games):
“This was the first concept I worked on since I started working for Clock Drive Games, and I started as a beginner. It was very intense for me - the whole process of reaching the right shape and the right solution. As my first assignment, my mentor told me to create several dozen thumbnails of the shrine concept, and I understood the task literally - I made more than fifty of them and he was baffled because he thought I’ll do thirty at most. So, we had to go through them and categorize them, so that the work may be continued. We used the color code in order to group them in certain categories - mostly by shape.”



She also explained the difficulties in the everchanging area of creating art in gaming:
“It’s all very interesting to me, and I do not see things as difficult - more as a challenge. On the other hand, my mentor's departure was difficult for me because we understood each other quite well - but it also helped me to become more independent in my work. This allowed me to explore other areas in the art department, experiment with them and ultimately to find my current passion - lighting.”



Olja also has some recommendations for beginners:
“I came in hungry for knowledge and I got the chance to learn. I think beginners should be offered a chance, even though they have no experience. A lot of it comes from attitude - I like to think that life should be treated as a game that should be played and not be afraid of it.”
That’s all for today folks, hope you are happy with the art and progress of the game.
Don’t forget to wishlist us on Steam and follow us on Twitter and Facebook if you haven’t already.

CDG Team
Warlander - Clock Drive Games


Greetings to all,

We have some good news and some that may sound disappointing to all the people that cannot wait to get their hands on the game.

First, let's swallow the frog – Warlander’s release will be delayed to early 2020 due to slight changes in the development phase based on internal testing.

The good news is that internal testing gave us valuable insights into how we can rework the gameplay and make it more challenging and fun at the same time. Our creative director, Goran Rajsic, explains it:

“We’re thrilled with the stages of development Warlander has reached and deep internal testing has allowed us to make significant improvements to the game. Right now, we’re working on revamping the game’s fighting mechanics from a faster arcade-like style to slower, more tactical slashing maneuvers. We want our players to act as wise warriors, tactically approaching their enemies, looking for the opportunity to strike them with the killing blow!”

The extra time is needed in order to implement all the changes and test it properly, so no reason to worry. The game is deep in development and we are looking forward to its release.

Stay tuned for the latest devblog tomorrow and slice hard!

CDG Team
Warlander - Clock Drive Games


Hello everyone,

Our latest Warlander devblog is focused on enemies we all love to hate - Bosses! Today we introduce you to our favorite insect - the Forest Guardian. For this blog, our 3D modeler Marko Milojević is joining us to offer the designers’ perspective on creating this unique enemy. But first, let’s talk a little bit about the backstory of the beast (with kudos to Mladen, our writer for delivering us all the necessary information).

Guardians of the Forest are aspects of the Horned Serpent, one of the minor deities of the Druid Cult. In ancient times, when Forest ruled supreme over the lands, their numbers were great. They prowled the Forest, scouring it of carcasses, bringing them as feed to newly sprouted trees, under which the Guardians hatchlings sought shelter, slithering among the young roots.



We asked Marko to tell us how the Forest Guardian was imagined and sketched:

“In its basic form this boss was imagined as a huge - 16 foot tall - six-legged creature; a combination of an insectoid body and a big gaping jaw filled with long, sharp, claw-like teeth. This type of multi-limbed character is very complex and unique and it presented quite the challenge from the standpoint of the rig construction and later animation. Typically, work on creatures like this involves combining references of real living creatures and a touch of imagination in order to be achieved.”



Even with all the power they had, many guardians were lost during the long war of Technos against the Forest. During the early days, each incursion of Techno forces had to contend with tooth and claw of the Guardians among the other defenders of the Forest. But, Guardian numbers were slowly but systematically cut down by Technos and because of the Forests' weakened state, fewer and fewer hatchlings reached the mature state.

Again, Marko offers us some insights into the process of creating this fascinating creature.






Now, with the Technos incessantly working on weakening the Forest, there is but a few Guardians left. They skulk in secluded reaches of the Forest, licking their wounds and doing what they can to strengthen their land and god. But still, just because they are few in number does not mean we didn’t focus enough attention on making them as realistic and dangerous as possible!

Marko offered us his take on animating the guardian:

“Animating this type of complex character firstly involved some time for the preparation and reference gathering of visually interesting insectoid behavioral patterns and merging it with the character’s personality and weight. Walks, burrows and some attacks were directly inspired by the insect motions. The complexity also came from the number of different attacks and specific movements that needed to be performed in the different stages of combat. So, we have reactions to different levels of disembodiment, hits, attacks, burrowing out - just to name a few. Creatures leg position organization during more involved movements, such as attacks, deaths needed to be carefully planned before stepping in the animation phase. The animation was realized with keyframe animation using the posing technique. The weight is also one of the most important parts in conveying the scale of the creature so that problem was tackled with care. Teeth work in some cases required the help of simple scripting for automating the animation task of synchronized teeth movement with a little bit of random offset.

In the end, Marko points out that:

“The number of animations for this boss was among the biggest in term of quantity of all characters within the game. Creatures of this type and form are almost always a challenge for the animator but also among the most interesting to animate and the experience gained from these challenges are invaluable.”

Wow, that was huge and informative! Don’t forget to wishlist us on Steam, subscribe to our newsletter or join Discord channel.

May the Forest guide you until the next Thursday!
Warlander - Clock Drive Games

Hi everyone,

Here is our latest devblog, this time about where the game is happening. We bring you footage from three different levels of Warlander showcasing the variety of environments, along with music from the game and comments from the development team in the blog.

CLICK HERE TO READ MORE!

Enjoy the videos and music and please leave us your comment!

Yours truly,
CDG team
Warlander - Clock Drive Games
Hi everyone,

It's a pleasure to present you our newest blog post, dedicated to various enemies our Protagonist will encounter and fight against on his road of vengeance.

Meet Techno Soldier!

As always, your comments and questions are welcome.


Yours truly,

CDG Team
Warlander - Clock Drive Games

Hi Everyone,

Clock Drive Games' Creative Director, Goran Rajsic, gave an interview during Reboot Develop 2019 to GamerHubTV about Warlander.

You can watch the interview HERE

Enjoy it and all comments are welcome!

CDG Team
Warlander - Clock Drive Games

Hi everyone,

We have some exciting news! First of all, Warlander is coming to PlayStation 4 and Xbox One! Yes, you heard that right - we are releasing the game on consoles as well as the PC version.

And second, we're proud to present you a collection of short stories from Warlander's universe. First of them - Dirt and Honor - has also been re-created as audio-drama, and you can listen to - here.

To read all the stories, click here to visit our blog

More will be shared in the weeks to come, so stay tuned and please use the comments section here or in the blog to share your opinion about the stories and universe itself...

Yours truly,
CDG Team
Warlander - Clock Drive Games
Hi everyone,

This audio drama is the first installment of Warlander - Bad Time Stories which seeks to expand the lore, the world and the backstories of Warlander and its characters.
But, Why did you do this?
Well, our writer thinks that the internet has spoiled people and that no one reads anymore, so a couple of us from the studio got together and made this DYI episode, turning the story into an engaging experience!

Bad Time Story #1

Hope you'll enjoy it!

Cheers,
CDG Team
Warlander - Clock Drive Games
Greetings everybody,

we're happy to share with you report from our journey to the ancient city of Dubrovnik and what we learned there.

you can enjoy it it here.

Yours truly,
CDG Team
Warlander - Clock Drive Games
Hi everybody,

Here is another blog post, hope you enjoy it!

Devblog #3: Stakes and Vines

Cheers,
CDG Team
...