Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Hi, I’m Michele Nucera, Senior Concept Artist. I’ve been looking forward to showing you the hard work that our art team has done to bring life into our game. We’re using a relatively new technique in concept art to help us. Normally all the screenshots you see are fully finished levels with lighting and details in-game. But today I’ll be showing some of the earlier versions that we use to visualise what that final product will look like.
The first thing we keep in mind is the Bloodline 2 art direction. We want to create a foggy, dark, and neo-noir environment where the player can hide and attack from the shadows. The perfect setting for a vampire!
Paintover, View of Seattle – Art: Jordan Grimmer
Our goal is to provide the 3D team with a few images to show them our idea for a location or a character. We try to keep our concepts grounded to the real world, but we try to push reality up to 11 (as our Art Director John McCormack always suggests) so the player can experience something unexpected and never seen before.
Why make concepts in Unreal?
Building worlds directly in the game engine is incredibly easy and fun. Thanks to our experience on other TCR titles, we had the chance to learn Unreal and experiment with a Concept Art pipeline to add this piece of software to our workflow.
Bloodlines 2 was the perfect game to push our skills in Unreal to the next step. We had a huge asset library available in this game, including props, characters, and materials. The most logical step forward was to use Unreal to create our concepts rather than creating everything from scratch.
The fog system and the lighting in Unreal are much closer to reality than other real time engines, especially with the recent update to UE5. So this was the perfect tool to visualise our version of Seattle. We have built these underground scenes in Unreal 5, using a fog volume and lights with volumetric options active. Once the composition is approved we then rendered them and quickly painted over in Photoshop.
Paintover, Underground area – Art: Jordan Grimmer
The Creative Process
Before working on an environment, we usually receive a brief from Ben Matthews, Associate Art Director, who provides us with a rough idea of the environment he needs, together with some references. After spending some time searching for references we jump on Unreal and start working from a block-out scene done by the Level Design Team where we import our 3D assets and give “life” to their level.
As always when designing, we start from the big shapes first and then place some provisional lighting and fog. Traditional concept art generally captures the world from one perspective and you have to start from scratch if you’re painting something from another angle. Choosing a good camera angle early on is important and we usually set up a few cameras so our art director can choose what shot works better for him and then we are good to go with the final touches.
Once the first pass gets approved, we then move onto detailing our scene and this is the most fun part. This stage feels like playing a real-life simulator game where you can create little dioramas and add storytelling to the scene. If needed, we create additional assets with Blender and then import them in Unreal Engine. For example, in this bathroom piece we have modelled the toilet and bath using Blender and then imported the assets in Unreal where you can easily assign materials to them.
Paintover, Abandoned Building Bathroom – Art: Isobel Hine
Finally, we render our scene using the high-resolution screenshot tool in Unreal, import the render passes in Photoshop, compose the scene and paint over it adding more details and pushing the mood even further.
We are also lucky that we can easily import 3D characters and plug specific animation loops onto them so our environment will instantly come to life! Here we have used our 3D model of a Hunter done by Kjartan Tysdal, Senior 3D Character Artist, to populate the scenes and add storytelling elements.
Paintover, Radio Tower Callout – Art: Jordan Grimmer
Paintover, Hunters Entering an Underground Area – Art: Michele Nucera
A Fresh way to make Concepts
If you are in a rush, you can skip the thumbnailing process and do it directly in 3D, also you can show a real-time 3D scene rather than one single image so it’s easier for Directors to have the right feeling of the space. Lastly, you can provide the 3D art team with your scenes so they have a base to work with when building the scenes for the actual game… if they can figure out how to deal with our very messy layers!
The below concept shows the police looking for you in an abandoned building. To showcase this, we have built a few rooms and a corridor using our assets in Unreal Engine and then rendered a few shots to follow the story of this policeman looking for you. Since the scene was done in Unreal, the Art Director could easily navigate the space and experience the flow and mood of it.
Paintover, Abandoned Building – Art: Michele Nucera
Bloody Murder
Obviously this game contains a LOT of blood. We were lucky enough that the 3D Art Team provided us with a few blood decals to use directly in Unreal. We placed them in our scenes and lit them in an interesting way to enhance their shiny property, adding a slight hue of red light so the blood colour is not affected by the mood of the scene!
These pieces show a vampire haven under attack. We placed a lot of corpses and blood directly in Unreal and then did a paintover to add all the extra details we needed to sell the story and mood.
Paintover, Vampire Haven – Art: Jordan Grimmer
I think that creating concepts in Unreal is the future of Concept Art. A lot of Concept Artists are expanding their skill set to learn this fantastic tool. Being able to create a real-time scene that your directors can navigate and give you live feedback is priceless and it makes the game better.
We’ll be back in another two weeks, but this time with a Video Diary where we will summarise the content from our latest Dev Diaries. If you have any questions relating to the first four dev diaries, feel free to send them to us on Discord and we’ll try to answer as many as we can.
Another unique event that will allow you to participate in the race for the RP reward. To do this, just enter Shop-> Generals and use the refresh officers, after this you will receive a certain number of points that will be displayed in the rating, as well as accumulate in the form of GP points, which can exchange legend generals!
This event is extremely suitable for anyone spending gold coins. By spending gold coins, you can get into the gold rating and at the end of the event you will receive an excellent package of rewards.
Behind the Frame: The Finest Scenery VR - [AG] riv otter
Hey artists,
The first patch of Behind the Frame VR is now live. This patch includes tons of improvements like extending how long text appears on the screen and left handed version. You can view the patch notes below!
Improvements
Made notebook remember its position when the player has repositioned it
Reduced the frequency of the "AHA" VO line to 30%
Improved the Jack puzzle, so it now picks up letters more easily
Added an outline as you hover UI elements and the notebook
Extended how long text (dialogue and object descriptions) appear on screen
Implemented a left handed version, there’s now a toggle to switch between right handed and left handed versions
Made the coffee pot's collider bigger
Simplified UI sliders so these are easier to use
Updated the bread's texture once it's toasted, so it visibly toasted
Adding an icon at the beginning of CH1 to show the player that there's a notebook and how to open it
Added particle effects throughout the chapters to hint players, so it's more clear what objects they need to interact with
Performance improvements
Added details about the Oculus/PSVR2 controls in-game
Bug fixes
Addressed a bug present when recentering the game
Improving how the hands are seen through objects
Making UI for dialogue lines more visible
Fixed a bug with moving the notebook, it’ll now remain in place while you’re painting on the canvas
Hard to believe the dev-log entries that say I started working on this little game way back in 2015 ^_^; Spoilers: scroll way down for a few old screenshots from back then.
If you're reading this, thank you: for giving me the opportunity to continue working on this goofy game in my spare time, and for your patience as I slowly added in new features and fixed bugs - soooo many bugs that I never would've been able to find without the help of all your forum posts and messages.
It's been hard to figure out how to wrap up an open world survival game, and to know when to finally transition the game out of Early Access. I know calling this game finished might disappoint some folks - and I get that. There's always been a mountain of cool ideas and features that could have been added - but I've always tried to be realistic, and that I knew that I wasn't going to be able to add in everything. And after 8 years of using a code-heavy framework, I'm really itching to be able to dedicate more time to new projects with new engines and tools. That said, I'll keep trying to fix bugs and problems as people find them.
It's still definitely a game I'm proud of - even if its not the biggest, or most balanced survival-craft game out there. That's okay. I certainly enjoyed and learned a whole lot while making it, and I hope you all have had fun playing it. <3
I'm sure that Space Cat will get a chance to fly and explore once again in the future.
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Updates:
Lots of new sound FX for the Launchpad and Rocket
New Flag buildable that can be painted
Auto-Crafter can now use water from its base's water supply
Localization updates
Updated libGDX to 1.12.0
Bug Fixes
Water Supply modules now remember what color you paint them on game-load.
Fixed an issue where "no weather" worlds didn't have wind, and some other issues that could have prevented the mode from working properly.
Issue when crafting a workbench from HUD button with a full inventory would result in lost resources.
Fixed a mouse-input issue with the Dozer trunk and placing items.
Clicking on another inventory slot now cancels any active tile interactions / harvesting etc just like scrolling with the mouse or walking would.
Fixed issue where inventory items that only allow 1-per-slot could sometimes be stacked/combined.
Fixed issue that would stop the footstep sound FX if you interacted with an object.
Artifact number in the "Research Complete" popup now matches what is shown in the Research Log.
Fixed some sound FX problems with base modules (like Generators) that are close together and running at the same time.
Fixed an issue where the Water Spigot wouldn't be active, even if your base had enough water in it.
To prevent physics issues, turning off vsync will still cap the game at 60fps.
Fixed issue with the Game Over screen when pressing ESC.
Fixed an issue where the Refinery would still consume Oxygen and produce Fuel, even without power.
Fixed an issue where the Paintbrush would be selected, but the color-picker still wouldn't be visible.
As always, a huge thank-you to everyone that has helped report bugs, either by sending me crashlogs or posting them on the Discord server!
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Here's a few old screenshots from the game over the years :)
The earliest concept of the game, was just some pixel art I mocked up after having listened to The Martian audiobook, if I recall correctly.
First working prototype. Probably still with grid-based movement.
Original crafting menu, we can see some more familiar module artwork now appearing in the background.
Finally, one of the old versions of the HUD. Overall art-style taking shape. But the game still just called "Moon Base" - and the main character wasn't Space Cat yet...
In the dark and enthralling universe of Creatures Of War, survival is paramount as players navigate through a prehistoric landscape teeming with danger and mystery. As we gear up to enhance the gaming experience, our development team has diligently identified several crucial bugs that need immediate attention. By addressing these issues, we are dedicated to providing a smoother, more immersive, and exhilarating gameplay adventure for all our passionate players. Join us as we delve into the details of the bugs set to be exterminated in the coming weeks and the comprehensive strategies we're implementing to ensure a seamless gaming experience.
Known Bugs and Issues:
[PLAYER_JUMPING_ELEVATOR] - The issue of a fatal auto-death when jumping off a descending elevator due to discrepancies in the elevator's velocity calculations is at the forefront of our bug-fixing agenda. By reevaluating the velocity calculations and the interaction between the player and the elevator, we aim to ensure a seamless gaming experience without any untimely deaths.
[PLAYER_JUMPING] - Addressing the discrepancies in the player's jump behavior on different types of slopes is a key priority. By recalibrating the jump velocities on both upward and downward slopes, we aim to create a more consistent and balanced gameplay experience. Additionally, we are committed to resolving the jump stutter issue encountered in specific environmental contexts.
[JUMPING_THROUGH_NODE_MAP] - Rectifying the issue of players inadvertently falling through the level during specific jumping sequences at the final tram station demands a comprehensive review of the nodemap and collider settings. We are dedicated to ensuring that the nodemap effectively restrains the player's movements, preventing any unintended falls beyond the designated game terrain.
[SPIDER_DAMAGE_AFTER_DEATH] - The persistence of player damage upon encountering the "Spider Ambush Variants" demands a thorough examination of the relevant game scripts. By scrutinizing the parameters related to the "Fall_Attack_State" and ensuring appropriate state transitions, we aim to provide a smoother and more coherent combat experience for our players.
[CONTROLLER_ADJUSTMENTS] - Enhancing the overall control scheme to optimize gameplay efficiency is critical. By reassigning specific actions to appropriate controller buttons and addressing the inconsistencies related to the use of certain controls, we seek to provide a more intuitive and immersive control experience for our players.
Implementation Strategies and Demo Update:
To address these critical bugs and enhance the overall gaming experience, our development team is actively integrating comprehensive bug-fixing strategies into the current build pipeline. We are committed to thorough testing and validation to ensure that the upcoming fixes seamlessly integrate with the game's existing framework. Moreover, we are excited to announce that the most recent demo builds with these bug fixes will be available for download on the Creatures Of War Steam Page, offering players an early glimpse into the optimized and enhanced gameplay experience.
Conclusion:
As we embark on this journey of enhancing the Creatures Of War gaming experience, we extend our heartfelt gratitude to our dedicated player community for their continued support and feedback. With our unwavering commitment to delivering a truly immersive and seamless gaming adventure, we look forward to providing an unparalleled and unforgettable experience in the world of Creatures Of War. Stay tuned for more updates and announcements as we continue to evolve and refine the game, setting new standards for the survival horror genre.
Our teams at Amazon Games, Bandai Namco Online, and Bandai Namco Studios are excited to invite players on PC into the world of Regnas for a Closed Technical Test on November 8th at 2PM PT through November 10th at 2PM PT. The Closed Technical Test will let players in North America and Europe take a first look at BLUE PROTOCOL and explore a vibrant world full of diverse locations - from bustling cities to lush plains. Customize your character, experiment with unique classes, explore dungeons, fight world bosses, and start your quest to uncover the truth about your origins. Learn more about what to expect below.
The invite-only Closed Technical Test will be available in North America and Europe. To help us deliver the best possible experience at launch, we'll review participant feedback on their gameplay experience and focus on the unique server infrastructure we're working to build for our regions.
Sign-up on our tester sign-up page for a chance to participate! Chosen players will be notified on November 2 via email and then receive a code with instructions prior to the test. You can check our minimum specification here to see if your PC can run BLUE PROTOCOL. You can also check out our FAQ for more information.
By participating in the Closed Technical Test, you agree to keep it strictly confidential. You may not disclose, in any form, content from this playtest, including any information about the game, its features, announcement date, and live release plan. Any breach of confidentiality will be treated seriously. We hope you enjoy playing and appreciate your feedback.
Please do not engage in inappropriate in-game behavior during this test (spamming, cheating, exploiting glitches, etc). This test is for our server technology and does not represent the player experience we will offer at launch. If you witness any inappropriate in-game behavior, please notify us. We will test an updated version of the game at a later time.
Closed Technical Test Content Details
Server Infrastructure
The server infrastructure is our main testing focus. A single, shared Megaserver will seamlessly transition participants between their closest regional server and other regional servers when joining players from around the world. For example, a player that logs in from California will start on the US West server, but seamlessly switch to the EU Central server when joining a friend from London. The Megaserver will also prioritize matchmaking with players from the same region. If it can't find enough players, it'll search other regional servers to fill the party.
Game Overview
In the Closed Technical Test participants can experience many of the core mechanics, content, and activities available in BLUE PROTOCOL. Players will be able to complete the game’s first chapter with English text and VO. Localization is still under development. The five original classes will be available to try out, including the dual-axe-wielding Twin Striker and the element-manipulating Spell Weaver. Check out the Classes section of the Gameplay page for more details.
Your class is dependent on the weapons you choose, allowing you to adapt to challenges without changing your character. Switch between five different classes, each with unique skills that add damage multipliers, healing, and elemental effects that can be modified and leveled-up. Equip combinations of skills, modifiers, and summon Echoes—mystical creatures derived from the planet's power that bolster your abilities or aid you in battle—to create a custom hero fit for your play style.
Control how your character appears with custom facial features, hairstyles, outfits and accessories, plus unique gestures and dances to express their personality. Explore the vast world with a variety of mounts and craft custom weapons and gear for a truly unique experience.
Work together as a team with other players to tackle quests, fight boss battles, and engage in massive online raids against towering monsters. There are three options when entering any Dungeon, Raid or Mission - Solo, Matchmaking, and Recruiting Parties.
Solo lets players go at it alone.
Matchmaking randomly connects you with available players of a similar level.
Recruiting Parties lets you browse the Parties who are taking on the same challenge.
Have a group or find others you want to play with consistently? Join a Team. Teams are like guilds, with a roster of like-minded players who can easily play together. Teams have leaders, deputies, and assistants who help administrate the Team, and can rank-up. We’ll be opening a Discord for Technical Test participants to play together in the future.
Looking Ahead
Players that can't participate due to either the timing of the test or their region can look forward to future testing opportunities. Make sure to follow our social channels and website to stay up-to-date. Here’s where you can find us:
As a local hero in the 2023 Mexico City Grand Prix, Sergio Pérez attempted an ambitious move within the first line after lights out. Unfortunately, after a nail-biting situation with Charles Leclerc, the race finished prematurely for Checo. Change the result and aim for the podium at the Autódromo Hermanos Rodríguez.
Play from November 1st to November 6th and unlock new F1® World rewards in-game.
In-game Menu: F1 World > Play > Solo & Multiplayer > F1 Replay