This week we present to you our final key visual for Battle Brothers and dive a bit into the visual evolution of our game over the last four years. Why did we create a completely new artwork and why does it look the way it does? Find out!
The visual evolution of Battle Brothers
Battle Brothers has come a long way since its conception and has seen some significant changes in development. It started as a hobby into which we invested many an evening on top of our day jobs, and turned into our full time jobs. The original art assets had to be created in short sessions late at night, and as we gained the means to invest more and more time into the game, we eventually redid most of the assets in order to bring them up to a higher standard of quality. As the game design evolved, so did the art style from a light-hearted comic approach to a somewhat more serious and gritty, but still exaggerated one.
The different iterations of both the key visual and ingame assets illustrate the changes over time pretty well.
Why do a new key visual?
The key visual is of some importance for the success of the game, as parts of it are used all over; in the game itself, on Steam, on our website, in social media and as press material. It’s what catches a potential player’s attention first, so it really has to get people interested to learn more. Many of you want the development of Battle Brothers to continue beyond its initial release, and for this to work out, we need the game to be a success, which the key visual plays a part in.
So what’s wrong with the old key visual and why did it need to be redone? There are a couple of points we wanted to address.
Quality – The previous artwork lacks in overall quality. It’s more than two years old already and has been painted over countless short late-night sessions.
Design – The character looks don’t match our ingame assets anymore, raising memories of back when box cover art showed things not even in a game. Some characters also have a certain ‘knightly’ vibe about them, which may lead to wrong expectations for players. Finally, it still looks kind of light-hearted and the enemies are borderline cute, which is more commonly associated with casual mobile games and not a complex and challenging game like Battle Brothers.
Composition – Now we’re getting to the core of what’s wrong with the old artwork. It’s never a good idea to have a center-focused composition in a landscape format picture, especially if you need some space to show your logo. This puts you in a position where your main character and your logo have to compete for space and attention on the canvas.
Guiding the eye is very important in any artwork to help the observer find the focus point and not get lost while exploring the picture. As you can see, we used a variety of elements to emphasize the focus on the main character in our old key visual. Unfortunately, this absolutely excludes the logo from holding any meaningful position in the picture.
The Solution
Here is what we came up with to remedy all the above issues and add a good amount of additional awesomeness on top: the final key visual of Battle Brothers.
As you can see, the rendering quality of the picture is a lot better now. The whole picture features a broader format and an off-center focus, creating a more dynamic and visually pleasing composition. Additionally, a lot of space has been freed up to place the new Battle Brothers lettering where it doesn’t collide with the main characters. Designs are inspired by actual ingame assets, and the characters look more like mercenaries now and less like knights. The whole atmosphere is more serious and less light-hearted, while still retaining an over-the-top heroic battle style.
Another important point is that the landscape setup facilitates easier creation of header graphics and other assets for secondary websites like Steam, Twitter, Facebook and Youtube. To complete the visual rework of our assets, the Battle Brothers logo also got an overhaul.
Everything could be improved further, of course, but that’s always the case. We’re quite happy with our new artwork, so it’s time to move on to the next important items on our todo-list. Next week we’ll take a look at a new worldmap mechanic!
This week we present to you our final key visual for Battle Brothers and dive a bit into the visual evolution of our game over the last four years. Why did we create a completely new artwork and why does it look the way it does? Find out!
The visual evolution of Battle Brothers
Battle Brothers has come a long way since its conception and has seen some significant changes in development. It started as a hobby into which we invested many an evening on top of our day jobs, and turned into our full time jobs. The original art assets had to be created in short sessions late at night, and as we gained the means to invest more and more time into the game, we eventually redid most of the assets in order to bring them up to a higher standard of quality. As the game design evolved, so did the art style from a light-hearted comic approach to a somewhat more serious and gritty, but still exaggerated one.
The different iterations of both the key visual and ingame assets illustrate the changes over time pretty well.
Why do a new key visual?
The key visual is of some importance for the success of the game, as parts of it are used all over; in the game itself, on Steam, on our website, in social media and as press material. It’s what catches a potential player’s attention first, so it really has to get people interested to learn more. Many of you want the development of Battle Brothers to continue beyond its initial release, and for this to work out, we need the game to be a success, which the key visual plays a part in.
So what’s wrong with the old key visual and why did it need to be redone? There are a couple of points we wanted to address.
Quality – The previous artwork lacks in overall quality. It’s more than two years old already and has been painted over countless short late-night sessions.
Design – The character looks don’t match our ingame assets anymore, raising memories of back when box cover art showed things not even in a game. Some characters also have a certain ‘knightly’ vibe about them, which may lead to wrong expectations for players. Finally, it still looks kind of light-hearted and the enemies are borderline cute, which is more commonly associated with casual mobile games and not a complex and challenging game like Battle Brothers.
Composition – Now we’re getting to the core of what’s wrong with the old artwork. It’s never a good idea to have a center-focused composition in a landscape format picture, especially if you need some space to show your logo. This puts you in a position where your main character and your logo have to compete for space and attention on the canvas.
Guiding the eye is very important in any artwork to help the observer find the focus point and not get lost while exploring the picture. As you can see, we used a variety of elements to emphasize the focus on the main character in our old key visual. Unfortunately, this absolutely excludes the logo from holding any meaningful position in the picture.
The Solution
Here is what we came up with to remedy all the above issues and add a good amount of additional awesomeness on top: the final key visual of Battle Brothers.
As you can see, the rendering quality of the picture is a lot better now. The whole picture features a broader format and an off-center focus, creating a more dynamic and visually pleasing composition. Additionally, a lot of space has been freed up to place the new Battle Brothers lettering where it doesn’t collide with the main characters. Designs are inspired by actual ingame assets, and the characters look more like mercenaries now and less like knights. The whole atmosphere is more serious and less light-hearted, while still retaining an over-the-top heroic battle style.
Another important point is that the landscape setup facilitates easier creation of header graphics and other assets for secondary websites like Steam, Twitter, Facebook and Youtube. To complete the visual rework of our assets, the Battle Brothers logo also got an overhaul.
Everything could be improved further, of course, but that’s always the case. We’re quite happy with our new artwork, so it’s time to move on to the next important items on our todo-list. Next week we’ll take a look at a new worldmap mechanic!
We're ready to release yet ANOTHER big update for you guys. This one includes a ton of fixes to the feedback you've given us, as well as unlocking the 6th level in the game!
Below you can find a full changelog:
Rad Rodgers 0.5 Changelog
Pixelverse Tweaks and Improvements: - Drastically improved Pixelverse Movement code - Added more "Bugs" to the Pixelverse sections - Added penalty to Pixelverse sections. If you "Die" in the Pixelverse, you'll lose a heart. - Added new "Completion" Cameras to all Pixelverse sections. You now see what you've fixed in the Game World, after completing the Pixelverse section
Overall Tweaks, Additions and Improvements: - LEVEL 6 ADDED TO THE GAME! - Added Full Achievement Support! - Pixels now gravitate towards Rad - New Dusty Slam Effects and Sound - Aim Lock is now more precise - Fixed Lock-Aim cursor on Heavy Inhabitants - Heavy Inhabitant will no longer hurt the player if you're below/above him - New Laserblade Particle Effects - Fixed Heavy Spear Aim - Fixed Melee Heavy Issues - Added Credits to Main Menu - New Shorter Logo Intros - Added Backer Names to the game. See if you can find them! - Tweaked Loading Screen Size - Fixed wrong attack sound for Low Inhabitants - Fixed fog material appearing in the Pixelverse - Added New Faces, and Eyetracking to Trees - Fixed rain material appearing in the Pixelverse - Fixed Weapons not carrying over to the next level - Polished the way Platforms appear when being "Fixed" in the Pixelverse - Fixed issue where dying on a Pipe would mess up animations when respawning - Fixed Glowbees not incrementing stats - Heavies no longer drop weapon pickups - Ledge Grab Sounds added - Added new sounds and particles to Punching platforms in the Pixelverse - Fixed issues where Oneliners would repeat - Added feature where you can place all 4 exit chunks, but Free-Roam a level afterwards, before deciding to exit it
Level Fixes: - Level 1: Fog fixes - Level 1: Pixelverse Polish Pass - Level 1: Modified light rays that were popping out randomly - Level 2: VFX and Overall Visual Polish Pass - Level 2: Pixelverse Polish Pass - Level 2: Fixed Statistics not counting a specific secret - Level 3: VFX and Overall Visual Polish Pass - Level 3: Removed enemies that were having issues spawning - Level 3: Fixed enemy statistics - Level 3: Moved platform slightly that was causing issues - Level 3: Moved floating mushrooms - Level 4: Fixed Spring Puzzle and Secret area - Level 4: VFX and Overall Visual Polish Pass - Level 5: Added new Huts - Level 5: Fixed lighting issues - Level 6: New rain and mist particle effects - Level 6: Silhouette Pass
We're ready to release yet ANOTHER big update for you guys. This one includes a ton of fixes to the feedback you've given us, as well as unlocking the 6th level in the game!
Below you can find a full changelog:
Rad Rodgers 0.5 Changelog
Pixelverse Tweaks and Improvements: - Drastically improved Pixelverse Movement code - Added more "Bugs" to the Pixelverse sections - Added penalty to Pixelverse sections. If you "Die" in the Pixelverse, you'll lose a heart. - Added new "Completion" Cameras to all Pixelverse sections. You now see what you've fixed in the Game World, after completing the Pixelverse section
Overall Tweaks, Additions and Improvements: - LEVEL 6 ADDED TO THE GAME! - Added Full Achievement Support! - Pixels now gravitate towards Rad - New Dusty Slam Effects and Sound - Aim Lock is now more precise - Fixed Lock-Aim cursor on Heavy Inhabitants - Heavy Inhabitant will no longer hurt the player if you're below/above him - New Laserblade Particle Effects - Fixed Heavy Spear Aim - Fixed Melee Heavy Issues - Added Credits to Main Menu - New Shorter Logo Intros - Added Backer Names to the game. See if you can find them! - Tweaked Loading Screen Size - Fixed wrong attack sound for Low Inhabitants - Fixed fog material appearing in the Pixelverse - Added New Faces, and Eyetracking to Trees - Fixed rain material appearing in the Pixelverse - Fixed Weapons not carrying over to the next level - Polished the way Platforms appear when being "Fixed" in the Pixelverse - Fixed issue where dying on a Pipe would mess up animations when respawning - Fixed Glowbees not incrementing stats - Heavies no longer drop weapon pickups - Ledge Grab Sounds added - Added new sounds and particles to Punching platforms in the Pixelverse - Fixed issues where Oneliners would repeat - Added feature where you can place all 4 exit chunks, but Free-Roam a level afterwards, before deciding to exit it
Level Fixes: - Level 1: Fog fixes - Level 1: Pixelverse Polish Pass - Level 1: Modified light rays that were popping out randomly - Level 2: VFX and Overall Visual Polish Pass - Level 2: Pixelverse Polish Pass - Level 2: Fixed Statistics not counting a specific secret - Level 3: VFX and Overall Visual Polish Pass - Level 3: Removed enemies that were having issues spawning - Level 3: Fixed enemy statistics - Level 3: Moved platform slightly that was causing issues - Level 3: Moved floating mushrooms - Level 4: Fixed Spring Puzzle and Secret area - Level 4: VFX and Overall Visual Polish Pass - Level 5: Added new Huts - Level 5: Fixed lighting issues - Level 6: New rain and mist particle effects - Level 6: Silhouette Pass
Second patch for Star Tactics has been released. It's a small balance patch containing rebalance of Mission 3 of the main campaign and a few other balance tweaks.
Second patch for Star Tactics has been released. It's a small balance patch containing rebalance of Mission 3 of the main campaign and a few other balance tweaks.
ROSWELL, GA – November 18, 2016 – Tripwire Interactive, in collaboration with Deep Silver and Iceberg Interactive, is pleased to announce that their eagerly awaited co-op sci-fi horror FPS game, KILLING FLOOR 2, is available now globally on PC, and for the first time the franchise will be available for console gamers with versions for the newly launched PlayStation®4 Pro computer entertainment system and PlayStation®4 computer entertainment system platforms.
The sequel to the 3+ million unit selling PC game, Killing Floor, makes its console debut with this release, bringing with it, its trademark frenetic gunplay and larger than life gory visuals, completely amplified with fluid controls, sharper textures and overall increased fidelity. Today’s release marks the closure of KILLING FLOOR 2’s extremely successful time in the Steam Early Access phase, selling over 1+ million units and continuing to grow its loyal community. Those who have previously purchased the Early Access version will be able to update their game to reflect the full launch content, including the brand new Survivalist perk, available today.
“We’ve poured our heart and soul into perfecting KILLING FLOOR 2, seeing all of the community feedback from the Early Access phase was invaluable, and to see the game’s full release today is truly overwhelming,” said John Gibson, President of Tripwire Interactive. "We wanted to give existing fans the visceral action that this longstanding franchise is known for, as well as offer new fans a chance to experience the brutal joy that millions of gamers already know and love. Launching KILLING FLOOR 2 for the PC, and for the first time ever on consoles via the PlayStation 4 Pro and PlayStation 4 symbolizes the next step for us at Tripwire Interactive and we could not be more ecstatic.”
The digital PC base version of KILLING FLOOR 2 is available to purchase for $29.99 (US), ₤19.99 (UK) and €26.99 (EU) via Steam® and other digital outlets as well as the PC Digital Deluxe version for $39.99 (US) /£29.99 (UK) /€39.99 (EU). In collaboration with Deep Silver and Iceberg Interactive, the deluxe content of KILLING FLOOR 2 is included in the PC, PlayStation®4 and PlayStation®4 Pro retail and digital versions for $39.99 (US) /£29.99 (UK) /€39.99 (EU).
In KILLING FLOOR 2, players descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union— Just one month after the events in the original KILLING FLOOR, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding.
Not all have given up hope though... A group of civilians and mercenaries have banded together to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.
KEY FEATURES:
Visceral Gore - KILLING FLOOR 2 ramps up the gore with a proprietary, high powered persistent blood system bringing new levels of fidelity to the genre. Players will send entrails, severed limbs, and blood flying as they wade through hordes of enemies. But they need to watch out! If caught, enemies will rip them, and their entire party limb from limb
6 player co-op or solo play— A multitude of varied playable characters await for players to choose from as they enter the fray in online co-op mode or solo mode for those willing to brave the horrific specimens alone
Versus Survival Game Mode - Be the Zed! A 12 player PvP mode where two teams take turns playing Humans vs. Zeds in a pair of short matches. In the first match, one team plays Humans and the other Zeds until the humans all die during a single round or they beat the boss. For the second match the teams switch sides and when the battle is completed both teams receive a score based on their performance and the higher score wins!
Terrifying Zeds - New enemies and fan favorites from the original game are back with expanded and smarter artificial intelligence, dishing out powerful attacks, working as a group to weaken the player’s party and pushing the challenge level and fear factor to new levels
Unique Blend Of Weaponry - From modern militaristic assault rifles, brutal improvised makeshift weapons, classic historical guns, and off the wall “Mad Scientist” weapons, KILLING FLOOR 2 has a unique blend of killing tools that will satisfy any gamer
Expanded Perk System - Perks from the original game have been reimagined with more added to the fold. All perks now progress with meaningful talent choices that amplify different play styles, giving players a progression path that is expansive and full of rewarding milestones
Brutal Melee Combat - KILLING FLOOR 2 reinvents melee combat completely. Players now have control over the type of melee attacks they can perform, enabling them to deliver bone-breaking crippling attacks to Zeds
KILLING FLOOR 2 is developed by Tripwire Interactive and is published by Deep Silver and Iceberg Interactive for the PlayStation®4 Pro, PlayStation®4, and PC. This title has been rated M by the ESRB, PEGI 18, USK 18.