Talk:2022-12-23 Video - Meet the Devs and Year-in-Review

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
box warning orange.png
This transcript is auto generated and has not yet been reviewed and formatted. Please help us format raw transcripts.

Raw transcript

Intro

  • 00:00
Welcome and salutations to you all for our glorious development update for December.
  • 00:16
We're coming to you live from our studio.
  • 00:19
Obviously, I'm here today with some new faces.
  • 00:24
Well, not really.
  • 00:25
You've seen Langford here before.
  • 00:27
We had him on during, actually it was your anniversary.
  • 00:29
It was.
  • 00:30
It was in February of this last year.
  • 00:33
He's our executive producer and of course with me as always, Steven Tariff, our one
  • 00:37
and only creative director.
  • 00:38
Hello.
  • 00:39
And I'm Margaret Crone, your Community Marketing Lead.
  • 00:44
This is different.
  • 00:45
It's different, right?
  • 00:46
Actually, when was the last time that we did a stream in person?
  • 00:50
It was in our old office.
  • 00:52
Yeah, that was like almost two years ago or something.
  • 00:54
A little over actually.
  • 00:56
It's crazy to see how much we've grown as a company and I mean, this is the perfect
  • 01:00
segue of what this stream is about too, is that you've just-
  • 01:06
It's been a crazy year of growth.
  • 01:08
Not even just a year.
  • 01:09
During the pandemic, we grew an immense amount.
  • 01:11
Yeah, but this year especially though has been pretty considerable as well.
  • 01:16
We talked a lot about showing up at the studio and giving people a peek inside.
  • 01:21
You guys saw some old, those of you who've been following since like circa 2018, 2019,
  • 01:26
you saw- Steven walking around with his phone.
  • 01:27
With my phone kind of doing that.
  • 01:29
Now this is a little bit different, higher production quality, but of course-
  • 01:34
We're still keeping the casual vibes.
  • 01:35
Yeah, and the whole spirit of this is to invite you guys in, let you take a look under the
  • 01:39
hood, meet some of the developers and actually it's been pretty fun to do some of these interviews.
  • 01:44
Yeah, Steven's already done one earlier.
  • 01:46
Yeah.
  • 01:47
These are a little pre-recorded obviously so that we can make it before, but we're trying
  • 01:50
not to cut as much.
  • 01:52
We didn't cut as much as possible.
  • 01:54
Right.
  • 01:55
So we're very much just trying to have pre-flowing conversations, which is really fun.
  • 01:58
And I think these types of things are really good actually because obviously we do our
  • 02:02
monthly updates, but not everybody has an opportunity to kind of watch each month what's
  • 02:07
happening and what those updates are.
  • 02:09
And this is a great way at the end of the year to kind of concisely bring in what's
  • 02:13
happened and give people a one segment kind of look at all that's transpired over the
  • 02:18
last 12 months.
  • 02:19
Yeah.
  • 02:20
And then you get a little glimpse into areas in our studio so you can kind of see that.
  • 02:25
And once we do have all of our cool murals up and our art, we will definitely do a proper
  • 02:29
studio tour.
  • 02:30
We just want to make sure that, we'll kind of give you a glimpse early on.
  • 02:34
And I know those of you who are Kickstarters, who you're going to get like a real life tour.
  • 02:37
That's right.
  • 02:38
Of course.
  • 02:39
We want to make sure that it's really fun for you all.
  • 02:42
So that's probably going to be nearer to, you know, closer for a long time.
  • 02:45
Yeah, for sure.
  • 02:46
Right.
  • 02:47
I mean, we're talking about the kind of busyness of this year.
  • 02:49
But honestly, on the production side, you know.
  • 02:52
Holy cow.
  • 02:53
Your team has grown immensely.
  • 02:54
Well, it did.
  • 02:55
That's very true.
  • 02:56
Yeah.
  • 02:57
It doubled in size.
  • 02:58
It did.
  • 02:59
It did.
  • 03:00
It doubled in size.
  • 03:01
And it's like super duper cool to have all these people like actually supporting the
  • 03:03
team.
  • 03:04
You know, like we talked about this a long time ago when we were moving from like a small
  • 03:06
company to like a bigger company.
  • 03:08
And we were like, we're going to need a lot of support.
  • 03:10
And we're kind of there now.
  • 03:11
I mean, we still got a long ways to go with a lot of like a lot of growth still to come.
  • 03:15
But it's super exciting.
  • 03:16
I think it's been really cool to kind of watch quarter after quarter this year as we're doing
  • 03:20
the production strategy meetings and going over the milestone schedules.
  • 03:24
Just seeing, oh, new face, new face, new face, new face, you know, keeps on going.
  • 03:28
Yeah, that's absolutely true.
  • 03:29
And we talked about annual reviews last month, how we were moving into wrapping those up.
  • 03:35
And you guys have like way more people that you have to do reviews for.
  • 03:37
For me, my team is a little smaller.
  • 03:40
But you know, we also are supporting the development team in order like we're different people.
  • 03:44
Like the people who are talking to you on, you know, like Twitter and hanging out with
  • 03:49
you on Discord.
  • 03:50
We're a whole other team.
  • 03:52
So when we get comments that are like, why are you talking to me and not developing the
  • 03:57
game?
  • 03:58
These guys are hardcore working super every day, really hard and passionately as you're
  • 04:03
going to see when you meet some of the developers.
  • 04:05
And our leads team has grown too.
  • 04:07
Oh, it's significantly.
  • 04:08
We did some leadership training.
  • 04:10
That was fun.
  • 04:11
It was incredible.
  • 04:12
We had we had a few I think we did like almost six days between the two different groups
  • 04:18
of those leadership meetings.
  • 04:20
And they were a lot of fun just being holed up in a room for like 10 straight hours each
  • 04:25
day.
  • 04:26
It made us realize like where we're lacking things, where we need to work towards and
  • 04:31
things of that sort.
  • 04:32
And sometimes you need that reflection.
  • 04:33
And for people who aren't haven't been leaders and leadership roles before, it also helps
  • 04:37
you realize like how to talk to people or how to.
  • 04:39
But you know, my most important takeaway, I think, from those particular leadership meetings
  • 04:44
this year was just the level of alignment that existed already between us and the leads
  • 04:50
and the development.
  • 04:51
It was so cool.
  • 04:52
She said to us, she said to us that like the biggest problem that most other companies
  • 04:55
have is the camaraderie and sharing the same vision.
  • 04:58
And she's like, that's the one thing you guys don't like.
  • 05:01
That was the thing.
  • 05:02
It was so cool to see her come in and then go like, wow, you guys already got this.
  • 05:05
Like this is crazy.
  • 05:06
Like how connected you guys are.
  • 05:08
I do tons of these.
  • 05:09
And you know, and then she like went off on some of the like ones that she's done.
  • 05:13
And it was like, oh, my gosh, like you guys are gelling so much better than my favorite.
  • 05:18
My favorite thing about that whole process actually was as we were going through each
  • 05:21
categories and we were filling out like scaling one through 10 numerical values of like those
  • 05:27
particular things.
  • 05:28
And we put all of our stickies up on each of the categories like, wow, these are all
  • 05:32
really close to each other.
  • 05:34
Because that means we're all we all see where our problems are and we're all on the same
  • 05:38
page.
  • 05:39
Absolutely.
  • 05:40
I would agree with you.
  • 05:41
That was really good.
  • 05:42
You know, it's really cool, though.
  • 05:43
The whole point of this last month of the year is that we get to kind of look back on
  • 05:47
everything that we've accomplished on all the things that we have plans for the future
  • 05:51
and just reflect on on kind of the course of the studio over the last year.
  • 05:55
Yeah, it's really a great opportunity for us to get kind of get that back looking perspective.
  • 06:01
Absolutely.
  • 06:02
Yeah, on our front.
  • 06:03
So like my teams are looking at like the data from social media, what things went well,
  • 06:06
what things didn't, how can we, you know, engage with you all in a better way?
  • 06:10
And obviously, you've seen us continually progressing over that over the years.
  • 06:14
I mean, even the way we do our live streams has changed.
  • 06:16
And like next year, we do we plan to make more changes.
  • 06:19
So that's we're definitely keeping an eye out on like the things that you guys say to
  • 06:23
us, how you interact with us.
  • 06:25
And obviously, on the development front, continually progressing and making sure that we are just
  • 06:29
being more efficient with our production.
  • 06:30
Yeah.
  • 06:31
And of course, you know, I'm you know, we're all watching kind of coverage for the game
  • 06:35
from our awesome content creators out there who constantly kind of, you know, review what
  • 06:41
the live stream updates are and, and everything for the game for our audience.
  • 06:46
And I think one thing that can be said that all of you are going to agree with 2022 was
  • 06:52
a very different pace of year for our updates.
  • 06:55
I know that you guys got to see each month, you know, significant progress.
  • 07:04
And of course, that comes in part due to the company scaling over this last year, which
  • 07:08
was very significant.
  • 07:09
But in addition, just kind of as development continues, these things will ramp almost in
  • 07:16
a in a very vertical way, right?
  • 07:20
And that's something that I think people get to look forward to for 2023.
  • 07:23
Of course.
  • 07:24
And I think, you know, a lot of times you see games that are developed and you get to
  • 07:28
see it like right when it betas, which their beta is like pretty much their games ready
  • 07:31
for the launch and they're just testing and polishing for us.
  • 07:34
Like you're getting to follow us on this journey and making an MMO is a big feat.
  • 07:39
It is much bigger than people think.
  • 07:41
And I hope that you are getting a glimpse into like all the little details and minute
  • 07:44
details that takes to make what it takes.
  • 07:46
Cause it's a lot more effort than sometimes I think people think.
  • 07:49
Right.
  • 07:50
And I know that's not for everybody.
  • 07:51
And that's why we always say like we make different pieces of content for different
  • 07:54
types of folks.
  • 07:55
Absolutely.
  • 07:56
I mean this phase that we're in from a development perspective is really catered towards those
  • 08:00
individuals in the community who are interested in watching the development of a game.
  • 08:04
Because like you're saying, this is not just something that many players experience, but
  • 08:08
also development teams don't typically think about how they're actively working on features
  • 08:13
and assets that get shared live, you know, essentially.
  • 08:19
I cannot think of another company that has invested this much in their community this
  • 08:22
far in advance of the product.
  • 08:24
Like we've been bringing this, you know, going this, going on this for three, four,
  • 08:28
five years now building this community and it's amazing.
  • 08:31
Yeah.
  • 08:32
So amazing.
  • 08:33
I was actually in a, you know, obviously if you watch our streams live, you get to see
  • 08:35
all the amazing fan art that people send us.
  • 08:37
And I was talking to Zach, who you're going to see in an interview following this segment.
  • 08:43
And I was actually saying how crazy it is that we have all this amazing fan art.
  • 08:47
And one of the walls in our hallway actually like right near us over there is where we're
  • 08:51
planning to do this huge cork bar where we're going to put all the fan art.
  • 08:55
So keep sending us those things.
  • 08:56
We love seeing them.
  • 08:58
And we've already had people making cosplay and we're definitely going to put that up
  • 09:01
there.
  • 09:02
So we appreciate you all so much.
  • 09:04
And we hope that, you know, this to kind of segue into what you're going to be able to
  • 09:07
see for the rest of today is that, you know, you're going to get a glimpse into our studio.
  • 09:11
We want to set expectations that, you know, we haven't quite decorated everything yet
  • 09:15
in Trepid style.
  • 09:16
We are planning to do that.
  • 09:17
We have some cool murals.
  • 09:18
I chatted with John about like what pieces we're going to do and stuff.
  • 09:21
So once those things get put up and we have a little bit more of a, you know, a vibe that
  • 09:25
we want to share with you, we'll definitely give you a proper tour.
  • 09:28
And we also bought some equipment, like gimbals and stuff like that.
  • 09:33
You've been seeing our production quality for Extra Life increasing and obviously this.
  • 09:37
So we do have plans of showing you guys those things.
  • 09:40
But you know, this is going to be an opportunity for you to kind of get cozy with the developers,
  • 09:45
get to know them a little bit more, not just about what the work that they work on, but
  • 09:49
like them as people and kind of what they like about games.
  • 09:52
And so we'll be chatting with the folks who helped with the Unreal Engine update, character
  • 09:56
creator, seasons and environments, combat, gathering, and of course crafting.
  • 10:01
So we hope that you enjoy that.
  • 10:03
And of course we're going to look back at the year and kind of do a little year in review.
  • 10:07
Bring your tissues, get ready to cry.
  • 10:09
Shout out to Mike Becchio, who also made this tree.
  • 10:13
Oh, I love the tree.
  • 10:14
Oh my gosh.
  • 10:15
The attention to detail on the little ornaments.
  • 10:18
This little guy's face for the ornament is so cool.
  • 10:21
Yeah, and he even made you one with him.
  • 10:23
I know.
  • 10:24
I love that.
  • 10:25
We showed that last month.
  • 10:26
This guy, the little Vec down here.
  • 10:28
Yes.
  • 10:29
Oh, it looks so cool.
  • 10:30
They're really, really cute.
  • 10:32
Maybe someday we'll have ornaments that we sell for a holiday.
  • 10:35
I know.
  • 10:36
That'd be great.
  • 10:37
We should totally do that.
  • 10:38
Yeah.
  • 10:39
So before we go into everything, I do want to spotlight our comment for YouTube.
  • 10:42
And of course, if you want to be spotlighted, be sure to subscribe to us on YouTube on our
  • 10:47
development update and also leave a comment and you could possibly be this spotlight.
  • 10:53
So today's spotlight is Eric634, and they wanted to know, I'm very curious what work
  • 10:59
Intrepid is doing to capture valuable data in Alpha 2.
  • 11:03
Has Intrepid built dashboards and data gathering tools?
  • 11:06
And I feel like this is a great- Oh man, I was going to say, who gets this
  • 11:09
one?
  • 11:10
Yes.
  • 11:11
I feel like we're all hyped about that.
  • 11:12
Yes, of course.
  • 11:13
Data.
  • 11:14
Yes, well, we do.
  • 11:15
We love data.
  • 11:16
But here is actual work going into data and collecting and game logs and stuff that we'll
  • 11:22
be using down the road a lot, especially during our Alpha to help us, to guide us to understand
  • 11:28
where we're meeting our marks and beating our marks and what we want to be accomplishing
  • 11:32
as far as where finding the fun is.
  • 11:34
Right.
  • 11:35
Yeah.
  • 11:36
And of course, those come along with a complimentary set of tools that are created by our developers
  • 11:40
to collect that data, not just from gameplay, because that's one important aspect of it,
  • 11:45
what data players are doing in the game.
  • 11:47
But another part of it which completes that picture is active community engagement with
  • 11:53
those players as well to tell the tale from the player's perspective, not just the actions
  • 11:57
in game.
  • 11:58
Right.
  • 11:59
And I feel like a lot of companies and many of us probably in the community have experienced
  • 12:02
this in other games, decisions get made from just data points that are numerical, right?
  • 12:07
It has to be a combination.
  • 12:08
But it must be a full picture that requires some investment on the company's behalf of
  • 12:13
that community outreach and engagement, right?
  • 12:15
Yeah.
  • 12:16
And that's what I mean.
  • 12:17
That's one of the reasons why I started working here is the first conversation Steven and
  • 12:20
I had on the phone.
  • 12:21
At Milton's, we ate lunch at Milton's.
  • 12:22
Well, before that, I had a conversation with you on the phone because McPee was like, you
  • 12:27
need to come work with us.
  • 12:28
And I was like, I don't know.
  • 12:29
And chatting with Steven really like, and I think back on it, that was like four years
  • 12:33
ago from me.
  • 12:34
Yeah.
  • 12:35
But the reason why I was like, this is a place where I want to go is because you really understand
  • 12:40
community.
  • 12:41
Totally.
  • 12:42
And that we are gamers also, and that we are making games for gamers.
  • 12:47
And I often work in the past with people who maybe aren't gamers, and they didn't really
  • 12:52
get the perspective of that.
  • 12:53
Or we'd be making decisions because it's like, hey, this is the bottom line, and we're trying
  • 12:56
to hit that.
  • 12:57
And if you don't hit this, you're fired.
  • 12:58
Yes.
  • 12:59
And there's nothing more frustrating from a player's perspective when something changes
  • 13:03
in the game, and it changes for the wrong reason because some value in some cell in
  • 13:07
some Excel sheet says, hey, this is the data that we scrapped from player activity.
  • 13:12
Yeah.
  • 13:13
And so what we're doing when we're sending reports over, we're like, hey, the numbers
  • 13:16
are down for this because X and Y.
  • 13:18
We give some analyzation to it.
  • 13:19
And I think that sometimes that part is not read or looked into as much as it should be.
  • 13:24
And it's so important to not just look at data and make decisions, but also understand
  • 13:28
why that data is that way in the grand scheme of things.
  • 13:32
Yeah.
  • 13:33
All right.
  • 13:34
So we're going to head on over and meet up with our Unreal Engine and Character Creator
  • 13:39
folks who Steven was interviewing.
  • 13:40
So we hope that you enjoy the rest of the stream, and we will see you all on the flipside.
  • 13:44
I love the fireside feel to this.
  • 13:46
I just got to say it.
  • 13:47
It's so good.
  • 13:48
We aren't going to stop that.
  • 13:49
We definitely want the genuine vibe.
  • 13:51
And I think hopefully you guys all feel that way through this.
  • 13:54
All of our streams have been that way.
  • 13:56
We want even just these types of ones to feel that way too.
  • 13:58
Yes.
  • 13:59
We'll see you guys in a little bit.
  • 14:05
Hey, guys.

Meet a few of our Engineers

  • 14:09
I am joined by three of our awesome developers.
  • 14:14
We have some of our engineers here at the studio.
  • 14:16
Why don't we take a second for you guys to introduce yourself?
  • 14:18
Hello.
  • 14:19
I'm Clayton.
  • 14:20
You might remember me from the Character Creator live stream.
  • 14:23
Hi, I'm Mitch.
  • 14:25
I've been here at Intrepid for coming up on four years now, and I'm a senior engineer.
  • 14:30
I'm Zach.
  • 14:31
You might also recognize me from the Character Creator live stream.
  • 14:34
And me and Zach are also engineers.
  • 14:36
Yeah, we are also...
  • 14:38
Also gameplay engineers.
  • 14:39
Yeah.
  • 14:40
So that was a fun live stream.
  • 14:42
But let's talk a little bit about earlier in the year.
  • 14:45
Actually it was at the end of 2021 and into January of 2022, we showcased our transition
  • 14:53
over to Unreal Engine 5.
  • 14:56
That was quite an endeavor.
  • 14:57
Yeah.
  • 14:58
We had a lot of things going on all at once.
  • 15:01
Yeah, it was a lot going on.
  • 15:03
There were a lot of people who participated in kind of getting the project over to Unreal
  • 15:07
5.
  • 15:08
Talk to me a little bit about what that process entailed.
  • 15:10
Yeah, Mitch and I were at the forefront of that, especially Mitch.
  • 15:15
I was helping out a lot with the version control.
  • 15:18
We have a lot of additions to our custom version of Unreal Engine that allow our designers
  • 15:24
to do what they need to do and allow custom features for our engineers.
  • 15:28
And getting those reconciled with all of the awesome new features from Unreal Engine 5
  • 15:32
was a lot of work.
  • 15:33
Right.
  • 15:34
Yeah.
  • 15:35
The more custom changes that occur in the engine makes that process a bit longer and
  • 15:39
a bit more intricate.
  • 15:40
Right?
  • 15:41
Right.
  • 15:42
And when we get a new version, we have to make sure that all of the previous edits we'd
  • 15:46
made to Unreal Engine still apply or still are needed.
  • 15:51
So we had to step through, pardon me, basically everything we had done up to that point and
  • 15:58
one by one say, do we need this?
  • 16:00
Do we need something else?
  • 16:02
And talk to us a little bit about kind of what benefits, I know the audience obviously
  • 16:07
has had an opportunity over this course of this last year to see the benefits that Unreal
  • 16:10
5 bring to the project from a visual fidelity standpoint, but also a little bit behind the
  • 16:16
curtain on the tech side.
  • 16:17
What type of benefits come from Unreal Engine 5?
  • 16:19
Well, there's a lot finer control for one, for the map and for things like separating
  • 16:26
out things into, they call it world partition, to greatly increase the performance of especially
  • 16:34
the client in very cluttered areas.
  • 16:37
Right.
  • 16:38
The large scale additions to the engine have really helped us from the regards that we
  • 16:42
were already going to have this massive world and the engine, the feasibility of it just
  • 16:48
improved in that regard.
  • 16:50
Yeah.
  • 16:51
Like one thing that a lot of people don't consider is how you bring all of the people
  • 16:54
on a massive team like this to actually work on the same thing.
  • 16:59
Because previously a lot of the files would be saved in larger chunks versus now in Unreal
  • 17:04
Engine 5, things are saved as individual actors.
  • 17:07
So people can actually access the same level simultaneously and contribute work to the
  • 17:14
same features of the project or the same parts of the content without stepping on each other's
  • 17:18
toes.
  • 17:19
Right.
  • 17:20
And from a workflow perspective, that is very nice to have because previously you would
  • 17:24
have to wait as a handoff for some particular checkout to be checked back in before you
  • 17:29
could start working.
  • 17:30
Yeah, we'd lock each other out as well as the environment team very often.
  • 17:35
Yeah.
  • 17:36
That was a big problem.
  • 17:37
Yeah, the workflow side for the environment team was a big relief.
  • 17:41
And then finding out that someone had something you needed to make a specific engineering
  • 17:45
change and then having to wait a couple days at the worst case to be able to access the
  • 17:53
file.
  • 17:54
Now you can just work on the same thing.
  • 17:56
It's beautiful.
  • 17:57
And tell me a little bit about kind of some of the performance related benefits that come
  • 18:01
on the asset side, things like Nanite or just the visual fidelity of the world with things
  • 18:06
like Lumen.
  • 18:07
A lot of people hear terms like Lumen and Nanite and they just see that it looks awesome,
  • 18:12
but you don't realize that these are also actually just fundamental changes to how the
  • 18:17
graphics are handled under the hood because with Lumen, so previously a lot of people
  • 18:25
are familiar with hardware accelerated ray tracing and...
  • 18:29
So many people are familiar with that.
  • 18:30
Yeah, it's simulating...
  • 18:31
In the audience especially.
  • 18:32
Yeah, it's simulating global illumination and shadows and like...
  • 18:35
Well, it was a really big thing whenever graphics card companies were coming out and saying,
  • 18:40
you know, this is going to be the new amazing tech and they were showing off...
  • 18:43
I remember that.
  • 18:44
We tested some of that with Tristan, I think back in 2017 or 18.
  • 18:48
And we had little side by sides and watched the performance.
  • 18:50
They're like, oh, ray tracing on, ray tracing off.
  • 18:52
And one thing that Lumen does is it allows you to actually simulate ray tracing on the
  • 18:58
software side.
  • 18:59
So, well, it's not simulating ray tracing.
  • 19:00
They're solving the same problem with a different solution with software simulated global illumination.
  • 19:05
Instead of hardware simulated.
  • 19:06
So now it's more accessible to people.
  • 19:09
And that's why Lumen looks so amazing.
  • 19:12
And that's actually one of the reasons why in early in the year when we showcased the
  • 19:16
video transitioning over to Unreal Engine 5, we used that cave area to kind of show
  • 19:23
the benefits of that global illumination bouncing, cascading off of the environment.
  • 19:27
Yeah, exactly.
  • 19:28
And you combine that with the virtualized geometry.
  • 19:31
Yeah.
  • 19:32
And it's a win.
  • 19:33
Yeah.
  • 19:34
Not to mention, obviously, the performance gains as well.
  • 19:36
Because Nanite is per pixel geometry, which is amazing.
  • 19:40
Like for large worlds, a lot of the times you have massive textures that are considered
  • 19:46
virtualized.
  • 19:47
And this is like a very common practice previously for handling giant textures as you virtualize
  • 19:51
the texture, which means that it's now streaming from disk instead of all being loaded into
  • 19:55
the memory at once.
  • 19:57
And Nanite now provides that for geometry so you can stream in the geometry more granularly.
  • 20:01
Which is huge.
  • 20:02
Yeah, it's a pixel geometry, so it's pretty incredible.
  • 20:05
That's very cool.
  • 20:06
Now obviously it doesn't end with Unreal Engine 5.
  • 20:10
As the community is aware, starting next month we're actually going to be making the move
  • 20:15
over to 5.1.
  • 20:16
Yeah.
  • 20:17
And talk to me a little bit about what that process is going to entail and also what types
  • 20:21
of benefit it's going to bring.
  • 20:22
It should be a fairly smooth process, smoother than our initial...
  • 20:28
Initially we did the pre-release version of 5.0.
  • 20:30
And that was a little rough.
  • 20:32
But 5.1 should be better.
  • 20:35
And we're looking forward to a lot of the performance gains, especially with things
  • 20:38
like they're partitioning the nav mesh along the same lines as the world partition.
  • 20:43
And talk to us a little bit about what partitioning nav mesh means.
  • 20:46
It means that different servers and different clients will have to can load partial sets
  • 20:53
of the nav mesh instead of the whole nav mesh.
  • 20:56
And the nav mesh is...
  • 20:57
So it's a lot less memory.
  • 20:58
And the nav mesh is essentially for people who don't know.
  • 21:01
That is how NPCs path around the world, essentially.
  • 21:04
Correct.
  • 21:05
And that's how they know where collision is and what they can move around and how they
  • 21:08
get to a target location.
  • 21:09
Exactly.
  • 21:10
Don't walk through the tree, walk around it.
  • 21:12
Right.
  • 21:13
Absolutely.
  • 21:14
And talk to me a little bit about the...
  • 21:15
I know artists are very excited about 5.1.
  • 21:17
Why is that?
  • 21:18
Well, a lot of the features that were still in a beta form for the engine are now coming
  • 21:24
online as more performant versions or more reliable versions.
  • 21:29
So the entire studio will be able to move over to DirectX 12 for our primary graphics
  • 21:35
API, which that's going to save the artist a lot of headache because a lot of the time
  • 21:40
somebody will be like, hey, this looks bad or I'm getting these weird glitches on the
  • 21:43
textures or I'm crashing.
  • 21:45
And now a lot of it's just coming into maturity with 5.1.
  • 21:49
And they're also incorporating Nanite as part, as I understand it, with the foliage actors
  • 21:54
as well.
  • 21:55
Yeah.
  • 21:56
Yeah.
  • 21:57
There's some talk of that.
  • 21:58
Yeah.
  • 21:59
I know tech art's a little excited about that.
  • 22:00
Yeah.
  • 22:01
Yeah.
  • 22:02
They've been waiting for it for a long time.
  • 22:03
Yeah.
  • 22:04
Yeah.
  • 22:05
I remember they were talking to me about it almost six months ago, I think.
  • 22:10
Awesome.
  • 22:11
So after we showcased our move to Unreal 5 earlier this year, we had a stream about
  • 22:17
our character creator.
  • 22:19
And this was something that for a long time we had been talking about kind of our goals
  • 22:25
2017, what are some of the character creators that we've seen, that we've loved in other
  • 22:31
games?
  • 22:32
Talk to me a little bit about your experience as a gamer first.
  • 22:36
What are some of the things that you look for in a character creator and why you were
  • 22:39
excited to bring something a little bit that level and beyond potentially with ours?
  • 22:43
For me, it's the freedom of expression to make the character that you want to make without
  • 22:50
the limitations that sometimes seem kind of arbitrary that developers put in.
  • 22:55
I really enjoyed Baldur's Gate, the creator.
  • 22:57
I thought that was a lovely one that really made me feel like I was in a fantasy realm
  • 23:05
crafting my own character.
  • 23:06
As well from the purely tech side of Black Desert Online, I really enjoyed the more of
  • 23:14
the tactile, the customized character.
  • 23:18
The direct manipulation.
  • 23:19
Exactly.
  • 23:20
Yeah.
  • 23:21
For me, it's usually, can I be green?
  • 23:24
Can he be green?
  • 23:26
Yes.
  • 23:27
Oh, it's like a lizard folk or an orc?
  • 23:30
I'm just kidding.
  • 23:31
All of the above.
  • 23:32
All of the above.
  • 23:33
You know, actually on that note, that's a great segue into one of my favorite character
  • 23:38
creator stories, which was actually Oblivion back in, I think it was 2006, Elder Scrolls.
  • 23:44
It wasn't like an amazing character creator, but they had a lot of options and you were
  • 23:47
able to sort of manipulate it in a way that you could push the limits by dragging one
  • 23:52
slider back and one slider the other way.
  • 23:54
And I would always make my person like red or green just for fun.
  • 24:00
Of course, we don't allow for that in our character creator.
  • 24:02
We talk about only allowing positive results or adding constraints that you can have a
  • 24:08
high degree of control while making sure that the final result is going to look good no
  • 24:13
matter what.
  • 24:15
And of course, good can be somewhat subjective.
  • 24:18
Yeah, for sure.
  • 24:19
But I want to make Igor.
  • 24:21
Yes, exactly.
  • 24:22
But whatever you see yourself as in this fantasy role playing setting, you should be able to
  • 24:28
make that in the character creator and express yourself.
  • 24:30
Well, I thought, you know, the work that you guys did and that the artists did with bringing
  • 24:36
kind of the first iteration of Ash's character creator to life was really phenomenal.
  • 24:41
I know it got a lot of positivity and response from the community.
  • 24:46
Talk to me a little bit about that process.
  • 24:47
What did that entail?
  • 24:50
That was a whole lot of R&D at first.
  • 24:52
Yeah.
  • 24:53
Yeah.
  • 24:54
See if it was, I guess, possible within the engine we're working in, especially like what
  • 24:58
we wanted for it.
  • 24:59
Yeah.
  • 25:00
Because we had a lot of demands that we couldn't really point to in other games and be like,
  • 25:05
let's just do that, you know.
  • 25:06
Yeah.
  • 25:07
It was a lot of bespoke functionality that was novel to Ash's.
  • 25:11
Right.
  • 25:12
And it's one thing to make it work in the character creator.
  • 25:16
And it's a completely different thing to take the character that you made in the character
  • 25:20
creator and make that work in game.
  • 25:22
Right.
  • 25:23
And make it performant.
  • 25:24
Mm-hmm.
  • 25:25
And that's one thing that Zach played a huge role in was actually getting the assets gameplay
  • 25:28
ready by threading the skeletal mesh merge process.
  • 25:32
That was pretty awesome.
  • 25:33
Yeah.
  • 25:34
It wouldn't really be possible unless we did a lot of heavy tech in the background.
  • 25:38
Yeah.
  • 25:39
To make it feasible.
  • 25:40
Very cool.
  • 25:41
And then another aspect, obviously, is the tech you guys worked on doesn't just facilitate
  • 25:47
the front-facing character creator for the player, but it's also something that can be
  • 25:51
utilized internally as a tool when creating NPCs, correct?
  • 25:55
Yeah.
  • 25:56
When we were in the ideation phase of character creator, we always thought that it'd be great
  • 26:01
to have a customization suite for design so they can go in and make quest NPCs, they can
  • 26:07
populate the world with their custom characters, they can go in and give life almost to each
  • 26:12
individual NPC if they wanted to.
  • 26:14
Yeah.
  • 26:15
And really make them unique and customized.
  • 26:16
Yeah.
  • 26:17
And designers, of course, love having that tool available to them.
  • 26:18
Oh, they love it.
  • 26:19
Because they don't have to go and make specific requests necessarily to character on a particular
  • 26:25
type of NPC.
  • 26:27
They can just jump into the tool itself and create those things.
  • 26:31
And of course, that technology isn't just restricted to humanoid type NPCs, but also
  • 26:36
can be able to leverage across creature creators as well, potentially.
  • 26:40
Is that true?
  • 26:41
Well-
  • 26:42
Big plans for that.
  • 26:43
Yeah.
  • 26:44
Yeah.
  • 26:45
So, yeah, it's still very much in the oven, but yeah, we want to leverage a lot of the
  • 26:50
technology that we made for the character creator for things like animal husbandry and
  • 26:57
for populating the world with unique variations of creatures as well.
  • 27:02
Yeah.
  • 27:03
Absolutely.
  • 27:04
We're working towards that.
  • 27:05
We're going to leverage that tech as much as possible.
  • 27:06
Yeah.
  • 27:07
Exactly.
  • 27:08
Get the most out of it.
  • 27:09
Yeah.
  • 27:10
In creating the character creator, one of our biggest points of emphasis is while we're
  • 27:12
making this is thinking about how it can be reused in other parts of the project.
  • 27:16
Yeah, absolutely.
  • 27:17
As long as I can edit the size of my pug's eye.
  • 27:22
To make them really oversized.
  • 27:25
Talk to me a little bit about what...
  • 27:27
We obviously talked a little bit about one of the aspects of the future uses for the
  • 27:31
character creator with creatures potentially, but what are some of the other things you're
  • 27:34
excited about to continue working on getting the character creator to a point where it's
  • 27:40
going to be live for launch?
  • 27:43
What are some of those features?
  • 27:44
I know we took a lot of feedback from the community when they gave us responses during
  • 27:48
the discussions thread about what they're looking for.
  • 27:51
They talked a little bit about more hair options, more abilities to do tattoos, perhaps even
  • 27:56
to customize those things.
  • 27:57
What are some of the things you guys are excited to add?
  • 28:00
Yeah.
  • 28:01
So one thing that I'm really excited to work on next is the hair customization.
  • 28:04
Well, a lot of the functionality for the hair customization is there, but I think that you
  • 28:08
saw in the demo, it was still using sliders.
  • 28:11
We really want to expand how much you can customize individually on the hair and also
  • 28:16
incorporate that same mechanic of direct manipulation so that you're dragging different parts of
  • 28:22
the hair or actually configuring it that way.
  • 28:25
Especially with longer braids and jewelry and more of the granularity you can use to
  • 28:32
really customize your character.
  • 28:33
Yeah, we saw a lot of commentary about that.
  • 28:35
And of course, players, as you guys understand, those might not always be available at the
  • 28:40
inception of a particular character, but might be unlocked through achievements in game that
  • 28:45
you can then revisit the character creator through salon services and nodes and start
  • 28:50
to customize further as your character's history matures within the world, right?
  • 28:55
Yeah.
  • 28:56
That's one thing that I'm super excited for is the gameplay integration of the character
  • 29:00
creator in real time and how we integrate different customization features and tie that
  • 29:06
into your character progression.
  • 29:08
I can't wait to see the different scars that I can unlock from a deadly battle.
  • 29:14
Like reputation-based tattoos.
  • 29:16
Yeah, exactly.
  • 29:17
Yeah, I've never seen that before.
  • 29:21
Going into the tattoo parlor in the Dunir node and getting a special Dunir tattoo.
  • 29:26
Oh my God.
  • 29:27
It would be also cool as a feature if you're capable of inspecting other players' customization
  • 29:32
options and what they represent.
  • 29:33
So if you do add the scar from the dragon fight, another person can see, ah, they have
  • 29:38
a scar and it's from that dragon fight.
  • 29:40
Exactly.
  • 29:41
Yeah, that is super cool.
  • 29:42
There's a wealth of gameplay options that we're going to give designers to be able to
  • 29:47
populate the world with quests and reputation and things like that.
  • 29:50
Yeah, that's super cool.
  • 29:51
Very, very cool.
  • 29:52
Well, awesome.
  • 29:53
You know, I guess one final question that I would have for you guys is, as someone who
  • 30:01
takes a long time to create your character, do you generally just randomize and go or
  • 30:08
do you sit there and fiddle with it?
  • 30:11
I know that in an MMO setting, sometimes when you're making that character, and obviously
  • 30:15
this is a service we've talked about offering, is prior to launch, players will be able to
  • 30:19
access the character creator and prep for that launch time because you want to get into
  • 30:22
the server as quickly as possible.
  • 30:23
You don't want to lose any time, right?
  • 30:25
And trying to progress.
  • 30:26
But do you guys like to fiddle with the character creator, spend a long time doing it, customizing
  • 30:30
everything or do you just randomize and go?
  • 30:33
Well, at first I do both actually.
  • 30:35
Really?
  • 30:36
At first I randomize and go and I give the game, I'm super picky, I give the game an
  • 30:40
hour and if I'm not captured in an hour, I get a refund.
  • 30:45
Yes.
  • 30:46
A lot of people do that.
  • 30:47
Then I spend two hours in the character creator making my real character.
  • 30:52
Okay, so first you vet the game, then if you like it, you spend the time.
  • 30:55
Right.
  • 30:56
What about you guys?
  • 30:57
Yeah, no, so normally I'll randomize to find a starting point that I like and then I'll
  • 31:01
customize from there.
  • 31:04
But normally I don't actually put a lot of time into the character creator.
  • 31:08
Really?
  • 31:09
Oh my gosh, the sacrilege.
  • 31:11
I'm just kidding.
  • 31:12
I spend a lot of time in character creators and if there's ever an option to mod it, like
  • 31:17
Skyrim, I'll add even more customization options like modded Skyrim just so I can have full
  • 31:24
control and if it's not a time gate or I'm waiting to get into the game, if I have a
  • 31:31
single player game, I will spend a full play session.
  • 31:34
Oh yeah.
  • 31:35
Just tweaking everything.
  • 31:36
Yeah, I generally, if I'm starting a game, especially an MMO and I know that, I mean
  • 31:42
in the past the MMOs that I've experienced, it was rare to kind of visit that character
  • 31:45
creator again and get to change things so I would spend a lot of time building out the
  • 31:51
character, customizing things.
  • 31:52
I don't know, I'm kind of a guppy for the role play side.
  • 31:55
One of the nice things that Clayton did was he worked on a really nice randomization feature.
  • 32:01
Oh yeah, absolutely.
  • 32:04
Like if you're not one of those players, like me, that spends a lot of time in it, you can
  • 32:09
just randomize through and you're going to get amazing results every time.
  • 32:14
And Clayton did a really good job with just the breadth of the customization with the
  • 32:19
randomization and then you can always use that to go off of it.
  • 32:23
Yeah, I was having a fun time just kind of spamming that randomize button and just watching
  • 32:27
the different shapes and figures and faces just roll through the character creator.
  • 32:32
That was actually pretty cool.
  • 32:33
Yeah, seeing how many different ones you could generate in a short amount of time.
  • 32:36
That's neat.
  • 32:37
Yeah.
  • 32:38
And that's also, that's going to be at the forefront of our content designer's ability
  • 32:42
to populate the world with convincing good looking characters is a decent looking randomizing
  • 32:47
feature.
  • 32:48
Awesome.
  • 32:49
Yeah.
  • 32:50
Very cool.
  • 32:51
Well guys, thank you for taking the time to chat with me and our audience.
  • 32:53
We're going to have a fun little segment coming up next.

Meet our Environment, Art Tech, & Audio Lead

  • 33:04
And welcome over into the environment and season side.
  • 33:08
I am joined by three absolutely awesome members of the team and Tristan, you want to introduce
  • 33:13
yourself?
  • 33:14
I'm Tristan Snogress.
  • 33:15
I'm the lead environment artist here at Intrepid Studios.
  • 33:17
Absolutely.
  • 33:18
We also have Brian Gans, lead tech artist.
  • 33:21
And of course the amazing.
  • 33:23
I'm Kat Nary and I am the audio lead at Intrepid.
  • 33:26
Yay.
  • 33:27
So we actually pulled off some fun feats this year and showcasing to the community some
  • 33:32
pretty exciting stuff.
  • 33:33
One of which was the seasons showcase.
  • 33:37
And we did that in the Riverlands biome, is that right?
  • 33:40
Correct.
  • 33:41
That was the first biome that we actually implemented the actual tech that Brian and
  • 33:45
Hal and James actually worked on.
  • 33:48
And talk to me a little bit about that tech.
  • 33:50
What did it entail?
  • 33:51
We're just touching every single component of Unreal where a lot of things had to be
  • 33:57
harmonized like the cloud, the volume cloud stuff and the particle effects for the rain
  • 34:01
and the snow.
  • 34:02
I think I mentioned it in the livestream for the thing.
  • 34:07
There's so many parts to it.
  • 34:08
I mean it was amazing to see.
  • 34:10
We talked about it during of course the demonstration that I've never personally experienced any
  • 34:13
type of tech like that in an MMORPG before where you actually get to see the biome change
  • 34:18
in front of your eyes on a seasonal basis.
  • 34:20
How difficult was that to achieve and how much did moving over to Unreal 5, we just
  • 34:25
talked about in the previous segment, moving over to Unreal 5 help with that?
  • 34:28
I think it helped with it a lot.
  • 34:29
I think a lot of the cases in Unreal, the solve you're looking for is a button.
  • 34:34
A button press or a check block or something but there are a lot of different systems to
  • 34:39
harmonize and gameplay implications that and it's probably one of the hardest things is
  • 34:44
the planning out of how to start it so that the whole approach is future proof and does
  • 34:49
everything you want it to do or might want it to do.
  • 34:53
And that of course has implications on the audio side because as an environment changes
  • 34:57
of course the ambience doesn't sound the same.
  • 34:59
Those things have to, those tracks have to change.
  • 35:01
How was that implementing?
  • 35:02
I mean first doing season tech is something I wanted to do for like 20 years in the game
  • 35:07
industry so when I got to see what the artists were doing I was really excited to work on
  • 35:11
this.
  • 35:12
You know you would think that there's just four seasons and so you make your four sounds
  • 35:17
of summer, winter, fall, spring but we're going to go high tech and we're going to do
  • 35:22
eight variations that seamlessly go through.
  • 35:25
Ideally you won't hear the changes because it'll be so seamless and they'll just kind
  • 35:28
of go through.
  • 35:29
Yeah it's something you don't get to see in the live streams right now because you do changes
  • 35:32
in 30 seconds.
  • 35:33
Right.
  • 35:34
So when we do the sounds for them and as the audio team continues to grow like right now
  • 35:37
I went out and recorded the rare rain in San Diego a couple of weeks ago.
  • 35:41
Oh so good, I love listening to that.
  • 35:42
Yeah so that kind of stuff gets into the game and as it grows we'll go do more field recording.
  • 35:48
You know we try to make as much custom sounds as we can that fit the environment that we
  • 35:51
see.
  • 35:52
And I of course haven't received yet your itinerary of all the places in the world you
  • 35:54
plan to travel to.
  • 35:55
To collect those things.
  • 35:56
To collect, yeah yeah.
  • 35:57
I will be asking for reimbursement.
  • 35:58
I can't wait when I go to Fiji and you know.
  • 35:59
Yeah.
  • 36:00
I'm going to Fiji and yes.
  • 36:02
Yes exactly.
  • 36:03
I am more than happy to travel all over the world.
  • 36:05
To collect the perfect references for the different types of assets.
  • 36:08
Of course, yeah, Fulver Graham Tree maybe we can do that as well.
  • 36:10
Talk to me a little bit about that.
  • 36:11
What were some of the inspirations?
  • 36:12
I know James did a lot of work on the seasonal showcase for those assets.
  • 36:16
How do you guys kind of derive what you're going to fill those biomes with?
  • 36:20
So first it was just trying to find some real world references that we could take as you
  • 36:25
know inspiration.
  • 36:26
Then of course we do get concept images derived from that to add the fantasy flair that we're
  • 36:31
going to have.
  • 36:32
Right?
  • 36:33
So then you know we want to do real world but we're also doing high fantasy.
  • 36:35
Yeah.
  • 36:36
What kind of elements to it.
  • 36:37
So they chose Wales as essentially the biome for this which is basically like where my
  • 36:43
family is from.
  • 36:44
Right.
  • 36:45
So I was like alright we're going with this.
  • 36:46
I remember seeing your shots that you took while you were in Wales and you were posting
  • 36:50
them all throughout the art channels.
  • 36:51
And you're like alright this is great for this.
  • 36:53
This is great for this.
  • 36:54
Then when we need more references I called up my mom and was like hey you want to go
  • 36:58
out to the garden and take some photos?
  • 37:01
They want to know what the ground looks like during winter.
  • 37:03
I was like I can get you that right now.
  • 37:04
Do you fill out any Jira tasks for her when you ask her to do that stuff?
  • 37:06
Yes she's still asking for her money.
  • 37:08
We'll figure it out.
  • 37:09
She's retired.
  • 37:10
She's okay.
  • 37:11
But yeah so then we moved on to the desert biome after that.
  • 37:15
And so that wasn't necessarily seasonal tech implementation right there but we had a whole
  • 37:19
bunch of stuff to kind of think about how we wanted to approach seasonal tech from a
  • 37:24
very different environment.
  • 37:25
Right especially like the one that's desolate as a desert.
  • 37:28
Right and so how do we make that environment change over four biomes and make it feel like
  • 37:32
unique and interesting and different but also not just do a traditional desert.
  • 37:37
So we'd like to make like the winters maybe slightly different that you might see in a
  • 37:41
desert.
  • 37:42
I know we talked a little bit about that.
  • 37:43
And there's some cool stuff that we've done for things that might come down the line but
  • 37:48
one of the things that we wanted to do was also out here in Anza, Borrego we get the
  • 37:52
desert super blooms which is where everything turns into like this beautiful painting of
  • 37:57
color.
  • 37:58
It's unbelievable.
  • 37:59
Yeah the flower blooms are just mind-blowing.
  • 38:01
Beautiful.
  • 38:02
So there's some stuff that we have been trying to make happen that is going to probably blow
  • 38:06
people's minds even more than we've already done with the river lane.
  • 38:10
Absolutely and I think that people are gonna be really excited to see that stuff.
  • 38:13
I think just the glimpse that we got actually at the desert area that desert biome there's
  • 38:17
already I mean just such beauty and that you did with the oasis and the tech across the
  • 38:22
rolling winds over the sand dunes.
  • 38:25
Talk to me a little bit about how you kind of accomplished the wins for the sand dunes.
  • 38:29
There's a couple of techniques I think a lot of times the environment artists will take
  • 38:33
a stab at what they want to do and then I'll pick it up and work it and massage it in a
  • 38:37
little bit better with some of the systems that are in there already.
  • 38:41
Make it a little more functional than what an artist might do.
  • 38:44
And perform it.
  • 38:45
But yeah they know they have an idea what they want in their eye and I'm just like okay
  • 38:49
I get it and let's kind of use that in a particle effect to do that as well and it's kind of
  • 38:56
like use a different system but in the same way that they're envisioning.
  • 38:59
I try to cover like all the different things Unreal can do like the grass, the foliage,
  • 39:03
and the virtual textures and everything and there's a lot of ways to do things but there's
  • 39:08
often the best way to do something and it's kind of like put that in there.
  • 39:12
The heat distortion was done one way so let's put that in the particle system.
  • 39:16
And they all kind of layer on top of each other these different systems that you're
  • 39:20
utilizing.
  • 39:21
Yeah if you take one out then the whole scene just kind of falls apart.
  • 39:23
Loses that full vibe.
  • 39:25
And now of course you know we have certain types of weather events that are of course
  • 39:28
going to impact audio as well for these areas like we talked a bit about one of the boss
  • 39:33
designs that are intended for the desert biome having this kind of whirlwind of sandstorm
  • 39:39
and when players get inside of those things how does that kind of change audio?
  • 39:43
Yeah no Brian's been awesome to work with because he's built a lot of systems that can
  • 39:46
drive the audio dynamically so I'll go out and record various levels of sounds and then
  • 39:52
they'll procedurally change in the game to really make you feel like you're in there.
  • 39:56
Even the same with the trees if you go under the trees right now with the wind you know
  • 39:59
the little leaves will kind of go up and down with the wind parameters that Brian set up
  • 40:04
and it's really really neat and really interactive.
  • 40:06
And not just the winds I noticed that as you know I kind of move through the game and I
  • 40:09
get close to some of these particular foliage actors I hear birds chirping or you know some
  • 40:15
type of cue that just happens in the background.
  • 40:17
The birds are super cool too because they're going to be assigned to certain trees and
  • 40:21
you know sometimes you'll find that really cool bird you want to sit under it and then
  • 40:24
sometimes you'll find a bird that maybe you don't want to be near and so maybe you'll
  • 40:27
chop down that tree and take away his home or move away.
  • 40:30
Oh no that's terrible.
  • 40:31
That's quite genius.
  • 40:32
That is actually very genius.
  • 40:33
I noticed also you know as we were kind of showcasing some of the ranger footage that
  • 40:41
design and the combat engineers have been working on there was that almost pollen like
  • 40:47
fog that was just throughout the level that you know created that almost morning dust
  • 40:52
look in that area.
  • 40:53
Yeah one of our newer artists John Winnick has actually been implementing all of those
  • 40:57
kind of features to I mean that's just another atmospheric element that completely adds to
  • 41:01
the mood.
  • 41:02
Right.
  • 41:03
And those are seasonal as well right like I mean those are going to be specific attuned
  • 41:06
to specific seasons so.
  • 41:08
And not just seasons also weather right you know so you might get a foggy morning you
  • 41:12
know there's been several pretty amazing games recently that I've played that have some of
  • 41:16
these elements and you know that really changes the vibe of when you're running around like
  • 41:20
you know one day to another is completely different.
  • 41:23
And that's a great you know point like we're all gamers we all play games in our spare
  • 41:27
time that's why we're in this industry is because we love games we like seeing the smiles
  • 41:30
on people's faces when we make something that excites them.
  • 41:33
How much inspiration do you draw from the games that you play?
  • 41:38
That's a tough question because there's so many different types of games that you play
  • 41:41
obviously and I don't really stick to one.
  • 41:44
And none of them have a shortage of awe-inspiring feats that their dead teams accomplish as
  • 41:47
well.
  • 41:48
Yeah and you know like for me in particular Red Dead Redemption.
  • 41:52
Oh it's such a great game.
  • 41:53
It's an amazing game where I could just ride around and enjoy the nature all day.
  • 41:57
Or the shenanigans that the horses have.
  • 41:59
All the little things you know.
  • 42:01
But like yeah like that specific game has a lot of atmospheric elements for when I'm
  • 42:05
running around I just really enjoy and not just the visual elements but then the sound
  • 42:09
does kick in and sound to me is one of the things that really truly sells like a movie
  • 42:14
or a game.
  • 42:15
Oh yeah.
  • 42:16
Especially the music and such like that but like if the audio doesn't feel right then
  • 42:20
you know.
  • 42:21
Oh yeah absolutely I mean that was something that was big for me not just in gaming but
  • 42:26
like I find in many different forms of entertainment especially media, television, movies like
  • 42:31
that that the soundtrack the music that accompanies what's happening more often than not elicits
  • 42:39
stronger emotions from me than the visuals or the dialogue.
  • 42:42
My goal for Vero Audio is you should be able to find a nice little safe place to sit down
  • 42:47
and leave it on in the background as a nice ambient audio generator and you can go work
  • 42:52
on your thesis or whatever else you're working on or just nice little go to bed to it and
  • 42:57
I want you to like feel like you're always in there.
  • 42:59
That's what we do.
  • 43:00
10 hour loops of Vero.
  • 43:01
Yes remember we used to talk about that so much.
  • 43:02
We should totally throw up like a YouTube loop that people can just leave on.
  • 43:07
Oh that would be a great idea.
  • 43:09
That's one way to fall asleep.
  • 43:10
Yeah absolutely.
  • 43:11
So as we kind of you know look forward into 2023 what are some of the areas that you guys
  • 43:18
have on your excited list of things to tackle right?
  • 43:23
What's the biome you're looking most forward to?
  • 43:26
So the redwood forest is something that we're aiming to push into.
  • 43:29
Oh my god.
  • 43:30
We've already kind of started pushing into it slowly but you know just being surrounded
  • 43:35
by giant massive trees that just don't seem to be making any sense of why they exist.
  • 43:40
Like when you're walking through a redwood forest in real life like up in Northern California
  • 43:44
just it's awe inspiring and there's a lot of cool seasonal stuff that we can do with
  • 43:50
that.
  • 43:51
Yeah I was talking to design a little bit about group gameplay dynamics when we instituted
  • 43:57
the gathering tech and having specific assets that require multiple players in order to
  • 44:02
actually chop down a particular tree.
  • 44:04
Yeah I don't think you can really take down a redwood with a simple.
  • 44:07
That little tiny axe.
  • 44:09
Ah six swings we're good.
  • 44:11
We'll see how that plays out.
  • 44:12
That's going to be an interesting feature to actually make work because from the tech
  • 44:15
side of things I mean I guess we'll be talking more about that later on today but harvesting
  • 44:21
tech is going to play into that.
  • 44:22
Right and it's relevant of course to seasons because not just the ambience and the audio
  • 44:27
changes but the assets that are available and spawn those change as well and those have
  • 44:31
actual economic implications when it comes to the world economy.
  • 44:35
So yeah that's super cool.
  • 44:39
Talk to me a little bit about kind of how you blend the work between setting up these
  • 44:45
zones these biomes for the seasonal aspects and working with design to determine which
  • 44:50
assets spawn when, how it's affected potentially by time of day and a little bit about you
  • 44:58
know working with design on setting up these biomes filled with different types of gatherables
  • 45:04
essentially and how it's affected by season right?
  • 45:07
They have cycles essentially.
  • 45:09
There's going to be different types of plants, different types of foliage that you can harvest
  • 45:12
during certain times of the year.
  • 45:14
Brian I guess you're probably going to be plugging that tech into all the harvestable
  • 45:18
assets in the sense that you know you might get a certain plant in winter but you're not
  • 45:21
going to get it during the time where weather might affect that.
  • 45:24
And we saw a little bit about that not just with the assets but also with the creatures
  • 45:28
as well.
  • 45:29
Correct.
  • 45:30
Yeah and what went into making the creatures kind of change you know with the seasons?
  • 45:35
It actually is not as difficult as it sounds.
  • 45:37
Wait don't say that it's very difficult.
  • 45:40
Very complex we can't give away the secrets.
  • 45:43
It's probably hard for the guys at Epic to like put it on the engine but we just kind
  • 45:47
of know every material every object has access to wind, direction, speed, time of year,
  • 45:52
time of day.
  • 45:53
It's up to the artist to just kind of tap into these accessible variables and say make
  • 45:57
this color and the summer a different color in winter.
  • 46:02
It gets complicated when you start putting in more dynamics with like we want a storm
  • 46:06
in this area.
  • 46:07
Just so we move across the world and has gameplay implications and everyone all the clients
  • 46:12
know if they're in a storm or not and to that whole process of working with designers on
  • 46:17
how to like integrate what we can do what they want to do.
  • 46:22
I have to have like here's the ambitious goal what everyone's talking about but we've got
  • 46:26
a fallback just in case.
  • 46:28
I need like a fallback plan.
  • 46:30
Bill of achievability.
  • 46:32
Push the really ambitious thing that's gonna blow everyone's like, blow the socks off.
  • 46:37
And we usually hit the ambitious ones though.
  • 46:39
Yeah.
  • 46:40
Somehow some way it always works out.
  • 46:41
Yeah.
  • 46:42
Right.
  • 46:43
And then of course you have to think about kind of all of these things from an audio
  • 46:45
perspective where essentially you're layering on these different sounds and when does it
  • 46:50
become too much if I've got a storm coming I'm in combat with ten creatures I've got
  • 46:54
players around me with abilities and effects and I got dynamic music.
  • 46:58
A great code team and we're also using audio kinetics audio engine both those things with
  • 47:03
the code team and the audio engine will allow us to do some really cool dynamic mixing that
  • 47:08
we'll get to choose what needs to be in focus when you're in the storm you're gonna hear
  • 47:12
the storm but if combat's coming on and bigger things that need to be focused on those are
  • 47:15
gonna kind of come up while the storm will go down.
  • 47:17
So it's gonna be all kinds of fire toys like that.
  • 47:19
That's awesome.
  • 47:20
That is awesome.
  • 47:22
Well with that being said we are going to be moving over into our discussion about combat
  • 47:29
and I want to thank you guys for joining us and chatting a little bit about the seasons
  • 47:33
and what it takes to actually make this stuff exist in game.
  • 47:36
So awesome job guys and we will be seeing you in just a second.

Meet some of the Combat Crew

  • 47:48
And we are back with a fun little discussion with some of our awesome developers who are
  • 47:55
involved in the development of our combat and classes and special effects all the fun
  • 48:00
stuff that makes an MMO an MMO.
  • 48:04
First thing I want to ask is for you guys each to introduce yourself.
  • 48:07
Start with you Jim.
  • 48:08
I'm Jim I am the lead effect art.
  • 48:10
Yes.
  • 48:11
Trad?
  • 48:12
Yep I'm Trad Thompson I'm a senior combat designer on the project.
  • 48:16
Awesome.
  • 48:17
I'm Keenan I'm a gameplay engineer mostly work on combat and movement.
  • 48:22
So we have shown some fun stuff this year and I think the audience of course would agree
  • 48:28
that the look at Ashes development since the start of 2022 has ramped up in a very fun
  • 48:36
and engaging way for the community to kind of take a look at how development works here.
  • 48:40
You guys all are involved in a process of course that is very near and dear to many
  • 48:44
players hearts which is the identity of their archetypes the abilities they have access
  • 48:49
to those classes how they interact from a role perspective with combat in general in
  • 48:53
the game.
  • 48:54
What are some of the inspirations what are some games that you guys have played in the
  • 48:58
past that kind of helped to influence decisions that we make on Ashes?
  • 49:03
You know that's a good question because if you're playing an MMO you're going to have
  • 49:07
to think of kind of the big players out there and I got thousands of hours in World of Warcraft
  • 49:13
and that will definitely influence how I shape kind of some of the iconic imagery the colors
  • 49:18
and shapes.
  • 49:19
I think really a lot of that motivation comes back to the feedback I get from the community
  • 49:24
and from the developers.
  • 49:25
Like Tread is always kind of saying hey man what about this shape or this size or I'm
  • 49:30
thinking about this mechanic.
  • 49:32
So I guess it's a circular.
  • 49:34
Absolutely I mean all of us have been experiencing MMOs I mean we're all MMO gamers that's part
  • 49:39
of the question that I ask in the final interview when you come on board and you're like what
  • 49:42
are your favorite MMOs?
  • 49:43
The real qualifying.
  • 49:44
Yes the qualifying question.
  • 49:45
Tread what are some MMOs or games in general that you draw inspiration from?
  • 49:50
There are so many I would have to narrow that down to.
  • 49:53
I'll pick an MMO since that's the most relevant but I'd say the most influential MMO on me
  • 49:59
on just you know as a gamer has been Dark Age of Pamela.
  • 50:02
I remember actually our interview when you asked me about like my MMO experience that
  • 50:07
was the one I chose to talk about.
  • 50:09
I loved Daok it was such a fun game.
  • 50:11
Yeah that was really the game I think that really well that and RuneScape if you qualify
  • 50:18
RuneScape as an MMO that one as well but like Dark Age was really where I think I realized
  • 50:23
the magic of an MMO and it really is what got me into like open world PvP and that's
  • 50:29
what really excites me about this project is bringing that kind of thing back you know
  • 50:33
just that really spontaneous gameplay that you run into out in the field and you just
  • 50:37
never know what to expect.
  • 50:38
Absolutely yeah what about you Keenan?
  • 50:41
For me I think it's probably WoW.
  • 50:45
Specifically the re-release of vanilla WoW classic WoW I thought that was a phenomenal
  • 50:52
experience I actually never played in vanilla so when I tried.
  • 50:55
Oh really?
  • 50:56
So that was your first time with classic WoW?
  • 50:57
That was my first time with classic and I feel like it brought back some of the old
  • 51:01
school adventure that a lot of us have been missing.
  • 51:04
Yeah the nostalgia.
  • 51:05
We've got a group playing right now.
  • 51:06
Oh yeah really?
  • 51:07
Hopefully we'll start back up again on Old War.
  • 51:10
Yeah that would be nice.
  • 51:12
So obviously you know as our audience has kind of seen throughout the year and they're
  • 51:16
you know kind of seeing now as we put little clips into this particular video you know
  • 51:20
we've shown off a little bit of the ranger we've shown off a little bit of basic weapon
  • 51:26
attacks and melee some of the fighter skills we've shown off the cleric most recently.
  • 51:31
Tell me a little bit about the process that goes into actually making these archetypes
  • 51:36
obviously the ability side is very important that needs to have support from engineering
  • 51:40
and the effects and stuff but what typically goes into and we have a lot of classes to
  • 51:44
make right and we're deep within the thralls of that process but what does it take?
  • 51:49
Yeah I could start on that so obviously a class has to or an archetype has to start
  • 51:54
on on paper right you know we don't you know a lot of the time we'll go into prototyping
  • 51:59
and start building out stuff and see what's fun but just about always we start on paper
  • 52:03
on a design document.
  • 52:05
And we're talking about specific abilities when we start out on paper right?
  • 52:10
First we actually go about establishing the class fantasy and the identity and the role
  • 52:14
within the party right because that really helps to inform what those abilities then
  • 52:20
are so that's usually the first step is you know what is this archetype what identifies
  • 52:25
it what is the role that it's trying to accomplish.
  • 52:28
Once that is done then we go into what you're suggesting there where you know we'll go and
  • 52:33
brainstorm a whole wide list of abilities and class mechanics and then once we've got
  • 52:39
all those you know a lot of them will get the chopping block and some of them will make
  • 52:43
it through some will get iterated and you know kind of redesigned reimagined and then
  • 52:48
after that stuff usually we go to you and we have a sort of review meeting and you know
  • 52:55
you'll pick ones that you like you'll pick ones you want to change.
  • 52:58
That's the second chopping block.
  • 52:59
The second chop yeah there you go we try and filter it on our end as much as Steven makes
  • 53:05
sure it gets done one way or another and then you know once that's done then we jump into
  • 53:11
the prototyping right.
  • 53:13
Then it starts down the pipeline process.
  • 53:15
Yeah yeah and rapid prototyping is a really important step of the design process for combat
  • 53:21
because we want to build and fail early or you know succeed early and we find the fun
  • 53:26
we find what's not fun and we can all do that within you know the tools that are very talented
  • 53:32
engineers provide us and we're always working to improve that stuff and the better tools
  • 53:36
we have the better the designers can do their job.
  • 53:39
And of course engineering kind of fields requests from a capability standpoint on what design
  • 53:45
can actually provide a particular ability to do right.
  • 53:49
Talk to me a little bit about you know how you field those requests how you incorporate
  • 53:53
that as part of the ability system all those things.
  • 53:56
Well we always do feasibility on any requests that we get but our designers are really good
  • 54:00
about that and we don't usually have too many issues there.
  • 54:04
Usually.
  • 54:05
I like to run wild sometimes.
  • 54:09
For me as an engineer though I think a lot of times the challenge is in you know they're
  • 54:14
they're trying to get the fantasy right and the question is like how do you make somebody
  • 54:20
who's playing a game feel like they are being delivered on that fantasy.
  • 54:25
So when design asks us for something we usually play it a lot ourselves as we're making it
  • 54:29
and we we search for that feeling and you know we're all gamers so we know what it feels
  • 54:33
like.
  • 54:34
Yeah we're looking for it as we build it.
  • 54:35
That's one of my favorite things is I'm walking past your desk going to my office sometimes
  • 54:39
you'll just be like hey Steven you got two minutes.
  • 54:41
Yeah.
  • 54:42
And then you put me at your desk at the keyboard and you're like how does this feel.
  • 54:45
Do you feel like a ranger.
  • 54:46
I know.
  • 54:47
Do you feel like a ranger.
  • 54:48
Does this sword slash feel good.
  • 54:50
Yeah.
  • 54:51
Yeah absolutely.
  • 54:52
And obviously you know you guys you and Adam have had a very instrumental hand as part
  • 54:56
of working with design and visual effects to kind of capture not just that role but
  • 55:00
that feeling as you described and sometimes that incorporates working with animators to
  • 55:05
get the right types of authored animations for like particular weapon attacks and or
  • 55:10
abilities and the timing on those things is pivotal in creating the right feeling right.
  • 55:16
There's so many technical components to it and as is often the case with engineering
  • 55:20
it's like eliciting that right human response out of the very mathematical thing is the
  • 55:26
challenging part.
  • 55:27
Yeah.
  • 55:28
And Jim obviously you know audio and visual effects they come in kind of near the end
  • 55:32
of that pipeline where you know design and engineering has provided the tools to design
  • 55:38
designs iterating with authored animations and then VFX comes in and says how can I make
  • 55:43
this look spectacular.
  • 55:44
I mean there's a tremendous amount of thought that's already been placed into this
  • 55:49
mechanic or designer ability or whatever.
  • 55:53
So on top of that we're thinking about how can we push the MMO space.
  • 55:57
We don't want to recreate the other games we want to make it our own game.
  • 56:00
Yes.
  • 56:01
I mean we want to push the effects to a level that you just don't see in the industry period
  • 56:05
but at the same time we don't want to create visual effects soon.
  • 56:08
So we're working on creating a visual language something that the gamers here are playing
  • 56:13
this are going to understand like hey that's like an arcane ability or that's like a tank
  • 56:18
mix with this you know summoner or whatever.
  • 56:20
So we have to figure out how to do all of this not make it too muddy but actually execute
  • 56:25
in a way that looks cool.
  • 56:26
So it's really really nice to have people like Trad and our engineer team to go back
  • 56:30
and forth and be like hey can we connect this beam here can I parameterize it and can we
  • 56:34
expose this to the UI guys so we can ramp it up or down to do stuff.
  • 56:38
Yeah and you hit on a really interesting point which is visual effects is obviously not just
  • 56:43
about creating things that are awesome but the language that communicates in the style
  • 56:47
guide of how these effects translate to particular classes from just a silhouette perspective
  • 56:52
shape language or visual fidelity and the hues and colors that are used to communicate
  • 56:57
at long distances like hey I know what I'm going up against especially if it's a PvP
  • 57:01
scenario or if you see your group kind of doing something their visual cues for you
  • 57:06
to respond appropriately and synergistically from a rotations perspective.
  • 57:10
And that's something I know early on you know we worked with each other kind of going through
  • 57:14
you and the VFX team across you know what those shapes languages should look like for
  • 57:18
particular types of abilities the colors that should be associated with particular types
  • 57:23
of archetypes the symbology and iconography that's used as part of those particular visual
  • 57:27
effects some of which obviously people saw in the last cleric demonstration but how has
  • 57:32
that been for you kind of defining those things and creating that style guide I mean it's
  • 57:36
a comprehensive list there's 64 classes right and how do you how do you steer make sure
  • 57:42
that it doesn't become that visual suit that so many people I mean I've played games where
  • 57:47
it does become visual suit yes and especially it starts to break down every tenth player
  • 57:53
you add into the mix or every tenth you know actor NPC or whatever right how do we accomplish
  • 57:59
that well I love that question so I mean I'm a gamer and I think that especially in MMOs
  • 58:05
when you get to that in-game content and you're in this huge raid where there's like 10 people
  • 58:09
or 100 people and all of a sudden it's like you can't find your mouse cursor you're like
  • 58:12
if you don't hotkey you're lost right so but to answer your question we're not instead
  • 58:18
what we're going to do is we're going to give that to the player so the player is going
  • 58:21
to be able to tune that experience so we are going to create a very smart parameterized
  • 58:28
subset of matrix particle systems that's a fancy way of saying that we're going to let
  • 58:33
you tune what it's like in single player versus maybe you and your buddy versus a five-person
  • 58:38
party or a giant raid not only that but let's make it where we can change the camera shake
  • 58:43
and the post process and a particle intensity and then do a global one that scales all of
  • 58:48
that and give that to the player because I mean really visual suit is a thing but there's
  • 58:52
a scale that's subjective kind of to the player on how much they want to see of those things
  • 58:57
happening in a particular area and this is something obviously you guys who've been following
  • 59:01
the project for a long time is what we've talked at since the very inception of Ashes
  • 59:06
is a desire to tackle that particular issue that many of us have experienced in other
  • 59:10
games of course.
  • 59:12
So talk to me a little bit about our 64 classes right in those roles those class fantasies
  • 59:19
you know where do we kind of live when incorporating and obviously we have an eight member party
  • 59:24
right and we have eight archetypes that are associated across our game and people know
  • 59:28
it's kind of a matrix of eight by eight in which creating these classes the augment system
  • 59:32
all that type of stuff people have just now been starting to peek under the hood of the
  • 59:36
creation of these archetypes and these classes what are you most excited to kind of tackle
  • 59:40
come 2023 I know that there's a lot of stuff in the works right now and building up towards
  • 59:45
Alpha 2.
  • 59:46
Of all 64 of them.
  • 59:48
Probably the Dreadnought because that's my default character.
  • 59:53
But actually like I don't know that there's any particular class yet I mean we haven't
  • 59:57
even shown everybody all the archetypes yet but I will say I'm pretty excited to see what
  • 1:00:03
the Summoner becomes we haven't shown anything on the Summoner and I'm not necessarily a
  • 1:00:08
pet class player myself but I feel like every Summoner type class that I've seen in games
  • 1:00:16
they usually fall a little bit flat in my opinion maybe that's why I don't play them
  • 1:00:19
right but I'd like to see something a little bit more dynamic with like you know summoning
  • 1:00:25
in real time in combat rather than oh I summon my pet right at the beginning of combat and
  • 1:00:30
then that's it's done it's out there doing its own thing.
  • 1:00:33
I think there's a lot left to be explored there and I'm pretty in fact we've already
  • 1:00:37
written up some stuff about it.
  • 1:00:39
Oh yeah absolutely and it's some stuff that we've shared a little bit with the community
  • 1:00:42
just a little bit but I think they're gonna be excited to see next year kind of some of
  • 1:00:47
the stuff that's gone into that.
  • 1:00:48
What about you Keenan what are you kind of excited about from either a technical challenge
  • 1:00:51
perspective when it comes to these ability systems or combat in general or class wise?
  • 1:00:58
I think if you're talking about what I'm most excited to work on I would say all of the
  • 1:01:02
bard classes.
  • 1:01:04
I think that the bard seems to have been largely forgotten by modern gaming so I'm excited
  • 1:01:10
to bring it back and show off some of the cool ideas that we have.
  • 1:01:13
Yes I think next year as well people are going to be excited to see how that class interacts
  • 1:01:17
from a support perspective for the party and how it kind of lives next to but doesn't encompass
  • 1:01:23
the same space as the healer which is what a lot of previous games I think that tried
  • 1:01:28
to bring in that bard perspective do they just throw it on top of the healers role and
  • 1:01:32
that can be a little bit boring.
  • 1:01:33
There's a lot more to support than health bar goes right.
  • 1:01:36
Health bar goes right.
  • 1:01:38
Whack.
  • 1:01:39
Whack a mole pole too.
  • 1:01:40
How about you Jim what about you on the visual effects side I know you guys got a lot of
  • 1:01:44
fun tech working with the tech art teams for supporting visual effects not just from a
  • 1:01:49
class perspective but also on the monster side NPC encounter side as well.
  • 1:01:54
Oh yeah we're going to have so much fun like monsters and boss fights are going to be unreal
  • 1:01:58
because we can just dial that up and really have fun with all the actual tech that's built
  • 1:02:02
in the engine the custom tech.
  • 1:02:04
I think from just like a real technical perspective I'm super excited about augments I want to
  • 1:02:10
do the augmentations and see how these different classes interact and how we can create like
  • 1:02:15
the difference between a cleric and a paladin for example but from just a selfish point
  • 1:02:21
of view all about the necromancer man.
  • 1:02:24
It's going to be incredible.
  • 1:02:27
It's going to be amazing.
  • 1:02:29
We showed off a little bit some of the augments I don't know if everyone picked up on them
  • 1:02:33
during some of the demonstrations there were a few abilities that had some of the augments
  • 1:02:38
associated with them but next year I think in preparation for Alpha 2 there's going to
  • 1:02:43
be a lot of that stuff that players are going to get access to and kind of see.
  • 1:02:47
You know something that's interesting to me is I think next month we're showcasing the
  • 1:02:51
tank archetype and we're going to be showing some of those abilities and within the next
  • 1:02:56
couple of months or I think it's the next two to three months we're also going to be
  • 1:03:11
talking a little bit about showcasing one of the big raid bosses the cyclops and I know
  • 1:03:16
that has a lot of visual effects that's going into that encounter as well as some unique
  • 1:03:21
mechanics that are associated with supporting some of that ability that the actual cyclops
  • 1:03:26
has available and I think people are going to be a little bit shocked by that because
  • 1:03:29
it's pretty cool.
  • 1:03:31
Well it's going to be epic.
  • 1:03:33
It's going to be insane.
  • 1:03:34
I mean you have this unique problem with big bosses in general.
  • 1:03:39
Now I'm going to leak a little more.
  • 1:03:41
Hopefully you guys don't have to edit this out.
  • 1:03:43
Oh yeah I'm ready.
  • 1:03:44
I'm scared.
  • 1:03:45
We have this monstrous creature just going across our terrain.
  • 1:03:48
It's not going to be your flat arena that you see in every MMO.
  • 1:03:52
It's going to have different heights, altitudes, obstacles to climb on and we got to solve
  • 1:03:56
for that.
  • 1:03:57
We don't want our effects just hanging in there.
  • 1:03:58
We want to mold to the terrain and do different stuff.
  • 1:04:01
So I think that's going to be something that I'm really excited about.
  • 1:04:04
It's really technical but it's also going to be something that people are really going
  • 1:04:07
to dig.
  • 1:04:08
They're going to enjoy it.
  • 1:04:09
For sure.
  • 1:04:10
I totally agree.
  • 1:04:11
Every little edge case we missed is going to be scaled up.
  • 1:04:13
20x.
  • 1:04:14
Oh yes and that's part of the greatness of kind of showcasing.
  • 1:04:17
It's how we figure it out.
  • 1:04:18
Yes exactly.
  • 1:04:19
As we get to encounter those problems as a course that we're bringing this to life and
  • 1:04:24
as we're addressing them we're showing the community as well.
  • 1:04:28
That's something that's super cool.
  • 1:04:29
Another thing you know obviously we're building a massively multiplayer game and a lot of
  • 1:04:34
our encounter design, a lot of the PvP scenarios that players are going to be subjected to,
  • 1:04:40
those are very dense populations.
  • 1:04:44
And when you're building out this concept of these ability systems, how much of that
  • 1:04:50
massively multiplayer component gets taken into account when creating, ideating so to
  • 1:04:55
speak these mechanics that are provided by engineering but also the class kits as a holistic
  • 1:05:00
view, you know, what abilities we're actually authoring.
  • 1:05:03
Do you take into that account or is this you know something that's really more focused
  • 1:05:08
around solo gameplay, group gameplay, or massive gameplay?
  • 1:05:11
We've got to think about all of it.
  • 1:05:13
From the ground up in that phase I was talking about earlier, like the ideation phase when
  • 1:05:18
we're brainstorming these abilities we always, always have to think about how does this scale
  • 1:05:23
up.
  • 1:05:24
A lot of games have the luxury of not having to do that.
  • 1:05:26
You know they can design a number of abilities without even having to necessarily consider
  • 1:05:33
the performance implications it would have in a networking environment.
  • 1:05:37
There's a lot of additional things as designers and engineers and artists that we've got to
  • 1:05:43
think about every time.
  • 1:05:44
So it kind of blows up the scale of, you know, it gives you, it can be a little bit mind
  • 1:05:49
paralysis sometimes when you think, but you know we get through it and we've gotten pretty
  • 1:05:54
good at it.
  • 1:05:55
From a performance as authoring kind of these visual effects, how useful has the migration
  • 1:06:01
of Unreal 5 been with the use of Niagara in its system?
  • 1:06:04
It's key.
  • 1:06:05
It's very critical.
  • 1:06:06
So every single effect that we author, we have to author for different scenarios.
  • 1:06:10
How far away it might be, we might call stuff, how close it's going to be, we're also going
  • 1:06:13
to call stuff.
  • 1:06:14
There's no point in having something that just blocks your entire view.
  • 1:06:18
So all this will happen like in real time dynamically.
  • 1:06:20
So we can scale down particle systems based on how many players are active or how your
  • 1:06:25
performance might be changing or anything really.
  • 1:06:28
Maybe it's Thanksgiving Day and we want to have less effects.
  • 1:06:31
We can do that.
  • 1:06:32
But it's super robust with the amount of control we have over every aspect of visual effects.
  • 1:06:38
And we'll be needing to do all of that to set all these things up because we don't want
  • 1:06:42
to have a situation where, oh yeah, our game is really great until we got into the open
  • 1:06:46
world PvP now stuff.
  • 1:06:47
So we're not going to make this, the effects should be there but it shouldn't be.
  • 1:06:52
That's all you see.
  • 1:06:53
Right, it's complimenting absolutely the mechanics and the gameplay 100%.
  • 1:06:57
Keenan, obviously on the engineering side, the gameplay engineering side, you of course
  • 1:07:01
have to field these requests for different types of mechanics that need to be authored.
  • 1:07:05
But when you think about performance related considerations for the ability systems, stats
  • 1:07:11
to kind of quickly update, all of this stuff interacting with the network, how has that
  • 1:07:16
been for you from a challenging standpoint?
  • 1:07:18
Yeah, with the scalability requirement cranked to 10, it pretty much makes every aspect of
  • 1:07:24
combat like three times harder than it would otherwise be.
  • 1:07:28
But ultimately, I think we've got a handle on it and we've been very intentional with
  • 1:07:33
our data and with our systems so that we can modulate how quickly they receive and send
  • 1:07:40
updates based on who cares the most.
  • 1:07:43
And so that's going to help us with scalability a lot.
  • 1:07:45
That's something that I think a lot of players kind of are noticing in Alpha 1 last year
  • 1:07:51
was just the sheer density that was achieved during some of the castle siege fights that
  • 1:07:56
we had where there were 300 plus players in a particular area.
  • 1:08:00
Not many people I think in today's age have experienced that and experienced in a way
  • 1:08:04
that was performant, right?
  • 1:08:07
And that was something that I think is wholly unique to this project and what we're trying
  • 1:08:11
to achieve and accomplish, not just from the combat's perspective and these class kits
  • 1:08:15
that we're creating, but how they harmonize with many players in a particular area.
  • 1:08:19
So you guys have been doing an awesome job on that.
  • 1:08:22
Well, thank you guys for joining us and talking a little bit about what it takes to make this
  • 1:08:26
magic come to life.
  • 1:08:28
I think I speak on behalf of the community.
  • 1:08:30
You guys are doing an awesome job and not just you, of course, the teams that work in
  • 1:08:33
association with you and that you're a part of.
  • 1:08:36
We're really appreciative of that.

Meet a few of the developers behind Gathering and Crafting

  • 1:08:45
Welcome over to our conversation, a little bit about gathering and crafting.
  • 1:08:49
And earlier this year, of course, we showed some of the recent work that's been done towards
  • 1:08:54
gathering, particularly around trees and the bushes and mining.
  • 1:09:00
But I'm joined today by some of the developers who worked on those things.
  • 1:09:04
So a little introduction, Hal.
  • 1:09:07
I am Hal Anderson and I'm an environment artist.
  • 1:09:10
So that means I work on things like rocks, trees, kind of anything you just see in the
  • 1:09:14
environment.
  • 1:09:15
Everything that makes the world beautiful.
  • 1:09:18
We also have Alex.
  • 1:09:19
Hello, I'm Alex Codoli.
  • 1:09:21
I'm a senior gameplay engineer.
  • 1:09:23
I'm a generalist.
  • 1:09:24
I wear many hats.
  • 1:09:26
I work with animation, environment, many departments.
  • 1:09:29
All the things they say.
  • 1:09:31
Exactly.
  • 1:09:32
We have Corey.
  • 1:09:33
Hi, I'm Corey Rice.
  • 1:09:34
I'm a technical designer and I usually focus on artist and ship, do a little work with
  • 1:09:38
AI and also our design tools.
  • 1:09:40
Yeah, and a lot of economy stuff too as well.
  • 1:09:43
So obviously a lot of people saw the gathering demonstration that we showed where currently
  • 1:09:49
like harvesting trees and stuff we just talked about.
  • 1:09:52
What goes into kind of inspiring you guys around, you know, the experiences you've had
  • 1:09:58
in other MMOs or other games where you're out and you're gathering things and crafting?
  • 1:10:03
What are some of the favorite experiences you guys have had?
  • 1:10:06
I think for me personally, one of my favorite kind of like harvesting things that I really
  • 1:10:12
love in an MMO would be just all the little plants you find around in elder schools online.
  • 1:10:18
Yes, they're so good.
  • 1:10:20
Oh my gosh, there's so many of them too.
  • 1:10:23
I love just kind of scouring, you know, the environment kind of seeing what you can find.
  • 1:10:27
I think they have such good design too.
  • 1:10:28
You can always like visually really spot them.
  • 1:10:30
Like, oh, that's gonna go over there.
  • 1:10:32
Yeah, what about you, Alex?
  • 1:10:35
For me, probably realism.
  • 1:10:37
Yeah.
  • 1:10:38
Specifically, ArcheAge.
  • 1:10:39
I spent a lot of time scouring all the lands to find illegal farms, but like any trees.
  • 1:10:48
But the fun part of it is like after a while you go outside and be like, oh, I know what
  • 1:10:52
that tree is.
  • 1:10:53
Oh, I know what that tree is.
  • 1:10:54
A little bit of learning from the game.
  • 1:10:55
Yeah, exactly.
  • 1:10:56
I was like, oh, this is an Aspen tree.
  • 1:10:57
I know that.
  • 1:10:58
I do like that too, where there's a hint of realism kind of in what you're experiencing
  • 1:11:02
the game and how you can associate that with the real world.
  • 1:11:05
What about you, Cory?
  • 1:11:06
Yeah, totally.
  • 1:11:07
I really like the exploration part of it, searching around for things and like how it
  • 1:11:11
mentioned there being like things that catch your eye.
  • 1:11:13
And oftentimes you're like, oh, there's some gold.
  • 1:11:16
And then you find yourself at the bottom of the dungeon and you're like, oh, God, what
  • 1:11:19
am I doing here?
  • 1:11:20
Maybe make some friends.
  • 1:11:21
Wait a minute.
  • 1:11:22
That's not a friend.
  • 1:11:23
Exactly.
  • 1:11:24
This guy's trying to take my gold.
  • 1:11:25
And then we fight.
  • 1:11:26
And yeah, just get you into all sorts of different adventurous situations.
  • 1:11:30
It's such an important part, obviously, of MMO design, right?
  • 1:11:34
It brings kind of the environment that you're in, the world that you're in, and it makes
  • 1:11:37
it a bit tactile.
  • 1:11:38
It makes it something that you can leverage to further advance your character, your position,
  • 1:11:43
the wealth that you might have.
  • 1:11:45
And one of the things that I think was really interesting about our approach on these gatherables
  • 1:11:52
out in the real world was even simulating a bit more of that realism, not just from
  • 1:11:56
the type of thing you're gathering, but how that thing interacts with you in the world.
  • 1:12:00
And one of the things that sticks out is the design of these trees falling and the physics
  • 1:12:05
associated with them.
  • 1:12:06
And I know we talked a little bit about during the demonstration, but talk a little bit about
  • 1:12:10
what it took to get there from a tech feasibility perspective.
  • 1:12:13
Oh, it's a lot of work.
  • 1:12:15
I mean, it's a lot of cross departmental work.
  • 1:12:20
For example, we have to work, figure out how we want to simulate the physics, what kind
  • 1:12:25
of collisions we want to have to have on trees, as well as making sure that they simulate
  • 1:12:33
on every client as well so that it doesn't feel off-putting for one player to see it
  • 1:12:38
falling to the left, for another player falling to the right.
  • 1:12:40
Like, oh my God, this tree just hit me.
  • 1:12:42
No, it didn't.
  • 1:12:43
It hit that guy.
  • 1:12:44
Exactly.
  • 1:12:45
Yeah.
  • 1:12:46
So, but yeah, no, physics is, as I was saying before, it's a wild beast to tame.
  • 1:12:50
It's just a lot of tweaks.
  • 1:12:52
You have to have a lot of patience figuring out all the constraints, all the volumes.
  • 1:13:00
It's just hard work.
  • 1:13:01
And even from a performance perspective, right, we have thousands of foliage actors that might
  • 1:13:06
live within a particular area that's very small, maybe one and a half by one and a half
  • 1:13:10
kilometers zone, right?
  • 1:13:11
Yeah, exactly.
  • 1:13:13
And you want to make sure it's per request.
  • 1:13:15
So as you're chopping down, so it's not always there.
  • 1:13:19
Otherwise, our client FPS is probably going to be pretty bad.
  • 1:13:22
Right.
  • 1:13:23
So we do a neat trick when you are coming up to the tree, we swapped it to skeletal mesh
  • 1:13:29
and then you cut it down and then as it starts to fall, we start simulating physics.
  • 1:13:35
And as it falls down, we kind of like freeze it up in the end and then slowly like dissipates.
  • 1:13:40
Right.
  • 1:13:41
And Hal, tell me a little bit about what it takes to actually bring one of those assets
  • 1:13:45
with joints and a skeletal rig so that the impact on the tree can show the physics and
  • 1:13:51
the branches moving.
  • 1:13:52
What did that take from an environment perspective?
  • 1:13:54
Oh, yeah, absolutely.
  • 1:13:56
So I think definitely got a lot of help from animation, you know, we animated on our team
  • 1:14:02
kind of setting that set up.
  • 1:14:03
But I think from an environment perspective, our kind of most challenging thing was kind
  • 1:14:07
of setting up the skeletal rig so they can all kind of communicate efficiently and kind
  • 1:14:12
of finding a nice balance between so like, you know, one branch doesn't have all the
  • 1:14:16
weight, you know, it's able to kind of fall and be in a fluid kind of way.
  • 1:14:21
And you have to make different states as well, right?
  • 1:14:23
Because it's not just about being able to gather this particular thing in the world,
  • 1:14:29
but also at what stage is that thing?
  • 1:14:31
Is it an adolescent?
  • 1:14:32
Is it a young tree?
  • 1:14:34
What type of harvest can I get from it if I were to, let's say, gather it earlier in
  • 1:14:38
its lifespan, right?
  • 1:14:39
That has some design principles associated with those.
  • 1:14:42
Yeah, definitely.
  • 1:14:43
Like, we wanted it to look good when it falls down, but we also wanted the environment to
  • 1:14:46
look really good during different seasons and different stages of life of the thing
  • 1:14:50
that you're harvesting.
  • 1:14:51
So not only did they have to do that work one time making a tree look good, but we wanted
  • 1:14:56
it to work on all the variants.
  • 1:14:57
And we wanted it to work when it's a small little sapling or a mature tree.
  • 1:15:00
So yeah, just figuring all that out and all the different permutations of it was interesting.
  • 1:15:07
It's interesting.
  • 1:15:08
And also not only that, but when you think about kind of showcasing those different stages
  • 1:15:14
of life for a particular asset, that obviously creates an additional amount of work on the
  • 1:15:18
asset side, right?
  • 1:15:20
To create those particular stages of that meshes lifespan, right?
  • 1:15:24
Yes.
  • 1:15:25
Yeah, it does.
  • 1:15:26
Yeah, I think that kind of like in a forest, like one thing that was really important for
  • 1:15:32
the environment team was kind of showing not just one kind of monolithic tree, but having
  • 1:15:37
different kind of varieties.
  • 1:15:38
So you can see that it's just like a living forest that like grows and has different stages
  • 1:15:42
of life.
  • 1:15:43
And it definitely is a lot of work.
  • 1:15:46
Yeah, because now you're not just making the tree at the adult stage, you're making it
  • 1:15:50
at the sapling, you're making it at the other.
  • 1:15:52
And then talk to me a little bit about kind of how we achieve that scaling between these
  • 1:15:57
different stages.
  • 1:15:58
I think the first thing we wanted to achieve is to make sure that environment artists can
  • 1:16:03
place them at the painted stage so that it sets up the general environment and then creating
  • 1:16:11
multiple states that it iterates over efficiently.
  • 1:16:14
Once you can chop down like adult stage and goes, for example, to empty, it has to make
  • 1:16:19
sure it replicates to every other player and then it transitioned into a sapling stage,
  • 1:16:24
into young stage.
  • 1:16:26
And all the data needs to make sure it propagates to every client that sees it and make sure
  • 1:16:31
that also the bandwidth is not too large.
  • 1:16:34
Because we want to, you know, keep that network traffic a little cheaper.
  • 1:16:38
Exactly.
  • 1:16:39
We don't want you to run through the forest in like 400 megabytes.
  • 1:16:42
Oh my God.
  • 1:16:44
Exactly.
  • 1:16:45
Corey, obviously, you know, design has some significant intents when it comes to the variety
  • 1:16:50
of the types of gatherables you have access to.
  • 1:16:54
And as many of our players know, the professions that relate to these particular gatherables
  • 1:17:00
and what you can do with them are also expansive.
  • 1:17:03
How do you guys on design go about kind of architecting what that pyramid, so to speak,
  • 1:17:09
of gatherables are within the world?
  • 1:17:11
It is the base of the economy, right?
  • 1:17:13
So all the processing professions and crafting professions kind of start with what's gathered
  • 1:17:18
from the world.
  • 1:17:19
So we start by like determining what needs to be fulfilled.
  • 1:17:25
So players need armor and consumables and weapons.
  • 1:17:28
So each one of those things sort of like fits in their lane and we need to define what things
  • 1:17:33
should exist in the world so that we can make those, right?
  • 1:17:35
So that was kind of the first step.
  • 1:17:38
Yeah, absolutely.
  • 1:17:39
Now, obviously, it's interesting to see when you go up to a particular rock and you mine
  • 1:17:45
it and there's obviously some amount of time that it takes to gather that particular resource.
  • 1:17:53
What types of profession related progression can influence that time that's spent?
  • 1:17:59
But also, and we've talked a little bit about this in the past, there's an element of prospecting
  • 1:18:05
that occurs.
  • 1:18:07
Talk to me a little bit about that and how it interacts with the system.
  • 1:18:09
Yeah, so we definitely want progression, right?
  • 1:18:12
Like the more time you spend mining and the more effort you put into understanding how
  • 1:18:16
mining works in Ashes along with other gathering professions, we want you to get better at
  • 1:18:20
it.
  • 1:18:21
And there's different ways, right?
  • 1:18:22
You can get gear, you can progress in the profession and like you said, get faster and
  • 1:18:27
maybe find better stuff.
  • 1:18:29
And one of the ways to be able to find better stuff is through surveying.
  • 1:18:32
And surveying is a way of kind of scanning the area, narrowing down what you're looking
  • 1:18:36
for.
  • 1:18:37
You know, maybe there's one recipe for a golden sword that you're trying to fill for your
  • 1:18:41
friend and he wants it to be of a certain level and certain power.
  • 1:18:45
And so you need this specific gold ore.
  • 1:18:48
So you're not looking around for any gold.
  • 1:18:50
You want the specific gold.
  • 1:18:51
So we want to give players the tools to be able to kind of find what they're looking
  • 1:18:55
for.
  • 1:18:56
And that'll be another thing that they can get better at and work with others to increase
  • 1:19:00
their productivity.
  • 1:19:01
Absolutely.
  • 1:19:02
And with having such an expansive list of gatherables that are available, help walk
  • 1:19:07
us through a little bit of what that pipeline looks like.
  • 1:19:09
I mean, what does it take to actually make a specific type of tree or a specific plant?
  • 1:19:14
How does that process begin?
  • 1:19:16
Tell us a little bit about that.
  • 1:19:17
I think kind of the first step in any type of kind of asset creation like that would
  • 1:19:21
be kind of gathering like a reference board, kind of finding out what sort of like real-life
  • 1:19:26
things we want to draw off of to make sure that's just kind of grounded.
  • 1:19:30
And then also kind of deciding sort of what kind of like a mood we want to elicit, you
  • 1:19:33
know, like, is it going to be a spooky tree?
  • 1:19:35
Is it going to be more like, oh, it's going to be magical, you know, you feel like, oh,
  • 1:19:41
and kind of establishing that so we kind of know what to go into the process.
  • 1:19:44
The identity of the asset.
  • 1:19:45
Exactly.
  • 1:19:46
Yeah.
  • 1:19:47
Yeah.
  • 1:19:48
Get that like, get that mood.
  • 1:19:49
Right.
  • 1:19:50
And yeah, after that is kind of established, we would go into a program called SpeedTree
  • 1:19:55
in the movie, which kind of allows us artists to set up kind of these like almost little
  • 1:20:00
logic systems, you know, like, oh, we want trees with like branches that are approximately
  • 1:20:04
the size, you know, and kind of randomize that.
  • 1:20:07
So it has that kind of organic element that just, you know, kind of the human brain can't
  • 1:20:11
quite, can't quite do as well.
  • 1:20:13
But yeah, so after we have that and we have all our geo done, we would then, important
  • 1:20:18
to Unreal, where we would set up all of our like wind data and all of our seasonal technology.
  • 1:20:22
Yeah.
  • 1:20:23
And there's a lot that goes into that, right?
  • 1:20:25
Because when we talked about this in an earlier segment about seasons and how that impacts
  • 1:20:30
kind of all the assets that are within the world, because they all have to not just have
  • 1:20:33
stages of growth when they've been gathered, but they also need to reflect the season as
  • 1:20:39
well.
  • 1:20:40
So that tree might lose leaves, right?
  • 1:20:42
Or that plant might not even be available within a particular season.
  • 1:20:46
And that's something that ties into on the engineering side, which is something you have
  • 1:20:51
to take into account on the spawners, right?
  • 1:20:54
And how you're kind of bringing that up.
  • 1:20:55
How does that work?
  • 1:20:56
Well, we just need to hook, we basically hook into the seasonal tech and we query our service
  • 1:21:03
to figure out, okay, is this a winter, is this spring, is this, you know, summer?
  • 1:21:08
And when the tree transitions to state to another, we check, okay, oh, is this supposed
  • 1:21:13
to happen during winter?
  • 1:21:14
Is this supposed to happen during spring?
  • 1:21:16
What kind of yield it's supposed to maybe give, right?
  • 1:21:18
And that manager doesn't just take into account necessarily all that information as well,
  • 1:21:23
but it also takes into account another system that we've talked a little bit about, which
  • 1:21:27
is land management.
  • 1:21:28
And that can also affect kind of spawn rate, frequency, density within a particular area,
  • 1:21:35
length and longevity of time to promote to different stages.
  • 1:21:38
Tell me a little bit about your expectations for land management as it affects things like
  • 1:21:43
gathering and crafting as a whole.
  • 1:21:45
Yeah, my expectations are that it creates cool entry points for content.
  • 1:21:50
You know, players have different expectations of the things that they want to achieve for
  • 1:21:54
themselves and they extend that out to groups like their guilds or their node and whatever,
  • 1:21:59
right?
  • 1:22:00
So, you know, you might not want to chop down every single tree outside of your node because
  • 1:22:04
you like using those trees for harvesting the fruit, right?
  • 1:22:07
And if another group of players wants to cut them down because they want wood before a
  • 1:22:11
siege, right, like those are conflicts that players will need to work out and interact
  • 1:22:16
with each other to solve, right?
  • 1:22:17
And then we can hook up into content that we create ourselves, not necessarily player
  • 1:22:22
to player where maybe you cut down all the trees and you piss off a tree ant.
  • 1:22:25
It's a predicate, right?
  • 1:22:27
Exactly.
  • 1:22:28
So, that's why we think that land management is so interesting because it gives us a way
  • 1:22:31
to hook into all these different content points and do cool stuff.
  • 1:22:35
So much in the world of Vera is built around this idea of players committed action and
  • 1:22:42
the action has a response from the system or from other players potentially, right?
  • 1:22:46
And as we're talking about how land management is just another value that can represent some
  • 1:22:52
predicate system in that event or in allowing a policy, perhaps you're a more industrious
  • 1:22:57
node if you constantly keep the land management at a low value, right?
  • 1:23:02
All of those things are just giving the tools that we get to implement around either from
  • 1:23:06
a narrative perspective or from a systemic one.
  • 1:23:09
And that I think creates a very dynamic atmosphere that not a lot of players are accustomed to
  • 1:23:14
in the games that we play which offer things like gathering.
  • 1:23:17
You know, typically it's a very kind of binary system.
  • 1:23:21
I do a thing, I get a thing.
  • 1:23:23
But here I do a thing and there's a whole host of stuff that can happen as a response.
  • 1:23:27
Exactly.
  • 1:23:28
And the non-binary part of it is very important because it's not always this action equals
  • 1:23:34
bad, right?
  • 1:23:35
It is a whole slew of options of things that can happen.
  • 1:23:39
So even if you think that cutting down all of the trees is going to piss off the tree
  • 1:23:44
ant, there might be a whole slew of positive things that happen after you defeat the tree
  • 1:23:48
ant or when the tree ant spawns and becomes someone that you can interact with in the
  • 1:23:54
world.
  • 1:23:55
It's not always black and white whether an action is good or bad which I think is very
  • 1:23:59
interesting.
  • 1:24:00
It is very interesting.
  • 1:24:01
And for example, that tree ant many years ago, I think circa 2018, we showed a big tree
  • 1:24:09
ant model that Keith worked on.
  • 1:24:11
You remember that guy?
  • 1:24:12
Yeah.
  • 1:24:13
I don't know.
  • 1:24:14
Maybe we'll see him if people chop down a little too many trees.
  • 1:24:17
That might be interesting.
  • 1:24:19
So obviously you're all MMO gamers.
  • 1:24:20
We've been talking with a lot of MMO gamers here at the studio.
  • 1:24:22
Many of us are MMO gamers.
  • 1:24:25
What is the profession you're looking most forward to?
  • 1:24:28
Ooh.
  • 1:24:29
Go ahead.
  • 1:24:30
Oh yeah.
  • 1:24:31
What type of thing do you like to do from a crafting artisan perspective?
  • 1:24:38
I think my personal favorite would be kind of anything in line with the harvesting gathering
  • 1:24:45
potions.
  • 1:24:46
Oh, alchemist.
  • 1:24:47
Okay.
  • 1:24:48
Very nice.
  • 1:24:49
You like getting the perfect ingredients to make some type of potion that's going to
  • 1:24:53
come in handy during some engagement.
  • 1:24:55
That's awesome.
  • 1:24:56
I also love alchemy by the way.
  • 1:24:59
Don't tell anybody that.
  • 1:25:02
What about you Alec?
  • 1:25:03
For me probably would be whichever corner is the market.
  • 1:25:06
Oh, there you go.
  • 1:25:07
Opportunist.
  • 1:25:08
You're an economist.
  • 1:25:09
I'm an opportunist.
  • 1:25:10
There you go.
  • 1:25:11
So whatever is most worthwhile.
  • 1:25:12
Exactly.
  • 1:25:13
Because especially with our node system, a lot of nodes are going to need a lot of materials,
  • 1:25:17
resources.
  • 1:25:18
We're going to have to, yeah.
  • 1:25:19
It's just, you know.
  • 1:25:21
And that actually brings up a really good point because the way that the environment
  • 1:25:27
is constructed, a lot of these gatherables and ergo the craftable components of those
  • 1:25:34
gatherables are determined by location.
  • 1:25:38
And so you're not just creating one giant economy, you're also creating local economies
  • 1:25:44
as well which relate to the transition of those goods across the world, which can make
  • 1:25:48
it more opportunistic with some danger or risk involved.
  • 1:25:51
Yeah, that's super interesting.
  • 1:25:52
I like that.
  • 1:25:53
I'm kind of there too.
  • 1:25:54
What about you Cory?
  • 1:25:55
For me, it would be really hard to choose just one.
  • 1:25:58
I love fishing.
  • 1:25:59
I'll try fishing in every game no matter what.
  • 1:26:02
I really like crafting of equipment, whether that's like armor or weapons.
  • 1:26:06
There's something special to me about like outfitting yourself or another person for
  • 1:26:10
like an adventure that they're going on.
  • 1:26:13
You have that interaction of like, what do you need?
  • 1:26:14
Yeah, I could make that for you.
  • 1:26:16
There's initial investment and they take that thing with them and they may trade it and
  • 1:26:20
sell it and that item specifically has a story, right?
  • 1:26:23
It's not the same as consumables where you're like, blah, blah, blah, blah.
  • 1:26:27
You use like a hundred of them a day.
  • 1:26:29
And then engineering is really interesting to me.
  • 1:26:31
I like little gadgets.
  • 1:26:32
Those usually end up being the things that like break some of the rules and you get to
  • 1:26:36
do special funny things.
  • 1:26:37
So engineering is always like very, very interesting to me.
  • 1:26:42
Very interesting.
  • 1:26:43
And it actually brings up something else that I was just thinking about, which is essentially
  • 1:26:49
that you're working on something with engineering regarding kind of a gameplay layer around
  • 1:26:57
crafting itself, right?
  • 1:26:59
Talk to me a little bit about what that is.
  • 1:27:01
So yeah, we're trying to put together kind of a more haptic or rooted in the world.
  • 1:27:06
I guess the right word is like a diegetic experience for making weapons.
  • 1:27:11
You know, oftentimes in other games or other MMOs I've played, there's a lot on the front
  • 1:27:17
end of like you get stuff and you have the stuff and then you push a button and the item
  • 1:27:22
comes out.
  • 1:27:23
The execution is just a button.
  • 1:27:24
Yeah.
  • 1:27:25
And all of the, there is like skill and some gameplay to that portion, right?
  • 1:27:31
And I think that that will also be great in Ashes where, you know, you have to acquire
  • 1:27:34
all the things and there's risk and there's trade.
  • 1:27:36
But I also think that it's interesting to have skill involved in the actual crafting.
  • 1:27:42
So what we're trying to put together is a way to make weapons where it feels like you're
  • 1:27:47
actually making the thing and how you do in making the weapon results in what the stats
  • 1:27:53
of the weapon are going to be.
  • 1:27:55
So that's what we're working on.
  • 1:27:57
And that's something that I think players are going to have an opportunity next year
  • 1:28:01
to kind of take a look at.
  • 1:28:02
And we're going to have an opportunity to collect good feedback from you around whether
  • 1:28:06
or not you like that element of gameplay layer associated with the crafting profession, right?
  • 1:28:13
I think that's going to be super cool.
  • 1:28:14
Well, guys, I want to thank you for having this conversation with me and our audience,
  • 1:28:19
of course.
  • 1:28:20
They're very grateful for your contributions to making Ashes of Creation a reality.
  • 1:28:24
And you guys are doing a phenomenal job.
  • 1:28:26
So thank you very well done.
  • 1:28:27
We are going to be moving on next to a little video that showcases this last year with our

Year-in-Review video

  • 1:28:34
studio and the project.
  • 1:28:38
You know, building games is difficult.
  • 1:28:43
That being said, we built an amazing team at Intrepid and it feels very much like a
  • 1:28:48
family.
  • 1:28:49
So getting up each day and going to into the office and working with, you know, the colleagues
  • 1:28:56
at Intrepid is a delight.
  • 1:29:24
What a year it has been.
  • 1:29:27
The team has been hard at work.
  • 1:29:29
You've seen the progress of Ashes of Creation over the last four or five years, and you've
  • 1:29:34
seen where we've come from in that time to our Alpha One presentation, and you can see
  • 1:29:39
how things develop.
  • 1:29:43
Super excited with the character creator.
  • 1:29:45
And I have very rarely ever encountered a character creator, even at this state, that
  • 1:29:51
is as capable as what our team has been able to develop.
  • 1:29:57
Every day that passes and I'm watching the tech continue to get refined and the environments
  • 1:30:04
continue to get these passes.
  • 1:30:06
And I'm just talking to the team and like, so good.
  • 1:30:13
The new world map in all its 1200 square kilometer glory.
  • 1:30:33
I love what the new skybox is doing.
  • 1:30:36
I mean, it's just visually great.
  • 1:30:45
I am so happy to see the excitement from the MMORPG community at large.
  • 1:30:51
Like that looks crazy good.
  • 1:30:56
That is just oh my god.
  • 1:30:58
Like whenever people are talking about how they want fantasy games, this is what they're
  • 1:31:03
thinking.
  • 1:31:05
It grows into a horse.
  • 1:31:06
I didn't know that.
  • 1:31:09
This game looks amazing.
  • 1:31:16
Way too good.
  • 1:31:17
Ashes of creation.
  • 1:31:18
It will be the most ambitious fantasy MMORPG ever attempted.
  • 1:31:23
No, no.
  • 1:31:24
It looks good.
  • 1:31:25
It does look good.
  • 1:31:26
Grab yourself a...
  • 1:31:27
The team behind Ashes of Creation are some of the most talented developers.
  • 1:31:42
What we're building in Ashes of Creation is the ultimate desire of a true MMORPG Ashes
  • 1:32:05
team.

Outro

  • 1:32:12
Thank you everyone so much for joining us.
  • 1:32:14
That's going to be a wrap for us for our December livestream update.
  • 1:32:17
We hope that you enjoyed it and loved getting to know our developers.
  • 1:32:20
That was so much fun chatting with everyone.
  • 1:32:23
They're so sweet.
  • 1:32:24
Everyone's amazing and you can just see the vibe is just so...
  • 1:32:27
Everyone's just passionate and loves what they do and that's kind of like the best part
  • 1:32:30
of the game.
  • 1:32:31
Super talented.
  • 1:32:32
I know.
  • 1:32:33
Just a great team.
  • 1:32:34
Absolutely.
  • 1:32:35
Of course, if you have feedback for us, head on over to our forums, forums.ashesofcreation.com.
  • 1:32:39
We love hearing from you guys.
  • 1:32:40
We interact with you always.
  • 1:32:42
We're sending reports to our developers so they can continue to make sure that we're
  • 1:32:45
on the same page as we move forward in creating the world of Verra.
  • 1:32:48
Those reports are super important.
  • 1:32:51
Really they are.
  • 1:32:52
The community does such a great job of picking out all the tidbits of information from the
  • 1:32:56
players on the forums, on Twitter, on Reddit, everywhere.
  • 1:32:59
They read everything.
  • 1:33:00
They compile it in a huge report and there's an hour that we kind of sit down with the
  • 1:33:04
developments of particular features and or systems and kind of hear from the community
  • 1:33:10
team all the thoughts that you guys give about these particular subjects.
  • 1:33:13
So it's very important.
  • 1:33:14
Make sure you guys go and give commentary on stuff.
  • 1:33:17
And most often the thing is, wow, that's already stuff we're already planning and we're already
  • 1:33:20
thinking of.
  • 1:33:21
So I think that's the validation that we're all on the same page.
  • 1:33:24
So thank you so much for joining us.
  • 1:33:26
And of course you can follow us in all places at Ashes of Creation.
  • 1:33:29
We are constantly posting and giving you guys updates on a daily basis and interacting with
  • 1:33:33
you and we love all your fan art.
  • 1:33:35
So please keep sending them back to us.
  • 1:33:38
So good.
  • 1:33:39
2022 isn't just the last year.
  • 1:33:42
It's gonna say like it's really cool to just look back at what we accomplished this year
  • 1:33:46
in 2022 as a team.
  • 1:33:47
The growth of the studio has been huge, but it's not done yet.
  • 1:33:50
We're still going.
  • 1:33:51
We're going strong into 2023.
  • 1:33:53
So keep that in mind.
  • 1:33:54
You guys check out our page and come join our family and direct others, people out there,
  • 1:34:00
your favorite developers, stuff that you've seen.
  • 1:34:03
Make sure to go out on Twitter and share the careers opportunities that that interrupted
  • 1:34:07
because 20-23 is going to be a huge year.
  • 1:34:09
Oh my gosh.
  • 1:34:10
Yeah.
  • 1:34:11
I have done a big thing for Steven to put together a whole like spreadsheet.
  • 1:34:13
We need to have all the albums all forward.
  • 1:34:15
So we've got a lot to come.
  • 1:34:17
It looks super good.
  • 1:34:18
And guys, you haven't seen anything yet.
  • 1:34:21
2023 is going to be an unbelievable year for the studio, for the project.
  • 1:34:25
We have so much to show you.
  • 1:34:26
I know Margaret is just chomping at the bits to get in there and get all this stuff and
  • 1:34:31
share with you guys.
  • 1:34:33
And you know, honestly, I just want to comment on the fact that this development that we
  • 1:34:37
have, this rapport that we've built with you guys as a community and the safety we feel
  • 1:34:42
in sharing works in progress with you, sharing the development along its lifespan of development
  • 1:34:48
with each of you out there is very important and near and dear to our hearts.
  • 1:34:52
So keep tuning in in 2023.
  • 1:34:55
Keep commenting.
  • 1:34:56
Give us your feedback.
  • 1:34:57
Give us your thoughts.
  • 1:34:58
Give us the experiences that you guys have had in the past because it makes the potential
  • 1:35:02
for Ashes of Creation to be such that much more of a great game when you guys are participating
  • 1:35:07
in it.
  • 1:35:08
And that's why we do these things.
  • 1:35:09
That's why we invite you in.
  • 1:35:10
We show you what we're working on on a monthly basis because we want you guys to give us
  • 1:35:14
your feedback.
  • 1:35:16
And so we cannot thank you all enough for being a part of that in 2022.
  • 1:35:20
And 2023 is going to be an awesome year and we will see you in January next month.
  • 1:35:26
Bye guys.
  • 00:00
Welcome and salutations to you all for our glorious development update for December.
  • 00:16
We're coming to you live from our studio.
  • 00:19
Obviously, I'm here today with some new faces.
  • 00:24
Well, not really.
  • 00:25
You've seen Langford here before.
  • 00:27
We had him on during, actually it was your anniversary.
  • 00:29
It was.
  • 00:30
It was in February of this last year.
  • 00:33
He's our executive producer and of course with me as always, Steven Tariff, our one
  • 00:37
and only creative director.
  • 00:38
Hello.
  • 00:39
And I'm Margaret Crone, your Community Marketing Lead.
  • 00:44
This is different.
  • 00:45
It's different, right?
  • 00:46
Actually, when was the last time that we did a stream in person?
  • 00:50
It was in our old office.
  • 00:52
Yeah, that was like almost two years ago or something.
  • 00:54
A little over actually.
  • 00:56
It's crazy to see how much we've grown as a company and I mean, this is the perfect
  • 01:00
segue of what this stream is about too, is that you've just-
  • 01:06
It's been a crazy year of growth.
  • 01:08
Not even just a year.
  • 01:09
During the pandemic, we grew an immense amount.
  • 01:11
Yeah, but this year especially though has been pretty considerable as well.
  • 01:16
We talked a lot about showing up at the studio and giving people a peek inside.
  • 01:21
You guys saw some old, those of you who've been following since like circa 2018, 2019,
  • 01:26
you saw- Steven walking around with his phone.
  • 01:27
With my phone kind of doing that.
  • 01:29
Now this is a little bit different, higher production quality, but of course-
  • 01:34
We're still keeping the casual vibes.
  • 01:35
Yeah, and the whole spirit of this is to invite you guys in, let you take a look under the
  • 01:39
hood, meet some of the developers and actually it's been pretty fun to do some of these interviews.
  • 01:44
Yeah, Steven's already done one earlier.
  • 01:46
Yeah.
  • 01:47
These are a little pre-recorded obviously so that we can make it before, but we're trying
  • 01:50
not to cut as much.
  • 01:52
We didn't cut as much as possible.
  • 01:54
Right.
  • 01:55
So we're very much just trying to have pre-flowing conversations, which is really fun.
  • 01:58
And I think these types of things are really good actually because obviously we do our
  • 02:02
monthly updates, but not everybody has an opportunity to kind of watch each month what's
  • 02:07
happening and what those updates are.
  • 02:09
And this is a great way at the end of the year to kind of concisely bring in what's
  • 02:13
happened and give people a one segment kind of look at all that's transpired over the
  • 02:18
last 12 months.
  • 02:19
Yeah.
  • 02:20
And then you get a little glimpse into areas in our studio so you can kind of see that.
  • 02:25
And once we do have all of our cool murals up and our art, we will definitely do a proper
  • 02:29
studio tour.
  • 02:30
We just want to make sure that, we'll kind of give you a glimpse early on.
  • 02:34
And I know those of you who are Kickstarters, who you're going to get like a real life tour.
  • 02:37
That's right.
  • 02:38
Of course.
  • 02:39
We want to make sure that it's really fun for you all.
  • 02:42
So that's probably going to be nearer to, you know, closer for a long time.
  • 02:45
Yeah, for sure.
  • 02:46
Right.
  • 02:47
I mean, we're talking about the kind of busyness of this year.
  • 02:49
But honestly, on the production side, you know.
  • 02:52
Holy cow.
  • 02:53
Your team has grown immensely.
  • 02:54
Well, it did.
  • 02:55
That's very true.
  • 02:56
Yeah.
  • 02:57
It doubled in size.
  • 02:58
It did.
  • 02:59
It did.
  • 03:00
It doubled in size.
  • 03:01
And it's like super duper cool to have all these people like actually supporting the
  • 03:03
team.
  • 03:04
You know, like we talked about this a long time ago when we were moving from like a small
  • 03:06
company to like a bigger company.
  • 03:08
And we were like, we're going to need a lot of support.
  • 03:10
And we're kind of there now.
  • 03:11
I mean, we still got a long ways to go with a lot of like a lot of growth still to come.
  • 03:15
But it's super exciting.
  • 03:16
I think it's been really cool to kind of watch quarter after quarter this year as we're doing
  • 03:20
the production strategy meetings and going over the milestone schedules.
  • 03:24
Just seeing, oh, new face, new face, new face, new face, you know, keeps on going.
  • 03:28
Yeah, that's absolutely true.
  • 03:29
And we talked about annual reviews last month, how we were moving into wrapping those up.
  • 03:35
And you guys have like way more people that you have to do reviews for.
  • 03:37
For me, my team is a little smaller.
  • 03:40
But you know, we also are supporting the development team in order like we're different people.
  • 03:44
Like the people who are talking to you on, you know, like Twitter and hanging out with
  • 03:49
you on Discord.
  • 03:50
We're a whole other team.
  • 03:52
So when we get comments that are like, why are you talking to me and not developing the
  • 03:57
game?
  • 03:58
These guys are hardcore working super every day, really hard and passionately as you're
  • 04:03
going to see when you meet some of the developers.
  • 04:05
And our leads team has grown too.
  • 04:07
Oh, it's significantly.
  • 04:08
We did some leadership training.
  • 04:10
That was fun.
  • 04:11
It was incredible.
  • 04:12
We had we had a few I think we did like almost six days between the two different groups
  • 04:18
of those leadership meetings.
  • 04:20
And they were a lot of fun just being holed up in a room for like 10 straight hours each
  • 04:25
day.
  • 04:26
It made us realize like where we're lacking things, where we need to work towards and
  • 04:31
things of that sort.
  • 04:32
And sometimes you need that reflection.
  • 04:33
And for people who aren't haven't been leaders and leadership roles before, it also helps
  • 04:37
you realize like how to talk to people or how to.
  • 04:39
But you know, my most important takeaway, I think, from those particular leadership meetings
  • 04:44
this year was just the level of alignment that existed already between us and the leads
  • 04:50
and the development.
  • 04:51
It was so cool.
  • 04:52
She said to us, she said to us that like the biggest problem that most other companies
  • 04:55
have is the camaraderie and sharing the same vision.
  • 04:58
And she's like, that's the one thing you guys don't like.
  • 05:01
That was the thing.
  • 05:02
It was so cool to see her come in and then go like, wow, you guys already got this.
  • 05:05
Like this is crazy.
  • 05:06
Like how connected you guys are.
  • 05:08
I do tons of these.
  • 05:09
And you know, and then she like went off on some of the like ones that she's done.
  • 05:13
And it was like, oh, my gosh, like you guys are gelling so much better than my favorite.
  • 05:18
My favorite thing about that whole process actually was as we were going through each
  • 05:21
categories and we were filling out like scaling one through 10 numerical values of like those
  • 05:27
particular things.
  • 05:28
And we put all of our stickies up on each of the categories like, wow, these are all
  • 05:32
really close to each other.
  • 05:34
Because that means we're all we all see where our problems are and we're all on the same
  • 05:38
page.
  • 05:39
Absolutely.
  • 05:40
I would agree with you.
  • 05:41
That was really good.
  • 05:42
You know, it's really cool, though.
  • 05:43
The whole point of this last month of the year is that we get to kind of look back on
  • 05:47
everything that we've accomplished on all the things that we have plans for the future
  • 05:51
and just reflect on on kind of the course of the studio over the last year.
  • 05:55
Yeah, it's really a great opportunity for us to get kind of get that back looking perspective.
  • 06:01
Absolutely.
  • 06:02
Yeah, on our front.
  • 06:03
So like my teams are looking at like the data from social media, what things went well,
  • 06:06
what things didn't, how can we, you know, engage with you all in a better way?
  • 06:10
And obviously, you've seen us continually progressing over that over the years.
  • 06:14
I mean, even the way we do our live streams has changed.
  • 06:16
And like next year, we do we plan to make more changes.
  • 06:19
So that's we're definitely keeping an eye out on like the things that you guys say to
  • 06:23
us, how you interact with us.
  • 06:25
And obviously, on the development front, continually progressing and making sure that we are just
  • 06:29
being more efficient with our production.
  • 06:30
Yeah.
  • 06:31
And of course, you know, I'm you know, we're all watching kind of coverage for the game
  • 06:35
from our awesome content creators out there who constantly kind of, you know, review what
  • 06:41
the live stream updates are and, and everything for the game for our audience.
  • 06:46
And I think one thing that can be said that all of you are going to agree with 2022 was
  • 06:52
a very different pace of year for our updates.
  • 06:55
I know that you guys got to see each month, you know, significant progress.
  • 07:04
And of course, that comes in part due to the company scaling over this last year, which
  • 07:08
was very significant.
  • 07:09
But in addition, just kind of as development continues, these things will ramp almost in
  • 07:16
a in a very vertical way, right?
  • 07:20
And that's something that I think people get to look forward to for 2023.
  • 07:23
Of course.
  • 07:24
And I think, you know, a lot of times you see games that are developed and you get to
  • 07:28
see it like right when it betas, which their beta is like pretty much their games ready
  • 07:31
for the launch and they're just testing and polishing for us.
  • 07:34
Like you're getting to follow us on this journey and making an MMO is a big feat.
  • 07:39
It is much bigger than people think.
  • 07:41
And I hope that you are getting a glimpse into like all the little details and minute
  • 07:44
details that takes to make what it takes.
  • 07:46
Cause it's a lot more effort than sometimes I think people think.
  • 07:49
Right.
  • 07:50
And I know that's not for everybody.
  • 07:51
And that's why we always say like we make different pieces of content for different
  • 07:54
types of folks.
  • 07:55
Absolutely.
  • 07:56
I mean this phase that we're in from a development perspective is really catered towards those
  • 08:00
individuals in the community who are interested in watching the development of a game.
  • 08:04
Because like you're saying, this is not just something that many players experience, but
  • 08:08
also development teams don't typically think about how they're actively working on features
  • 08:13
and assets that get shared live, you know, essentially.
  • 08:19
I cannot think of another company that has invested this much in their community this
  • 08:22
far in advance of the product.
  • 08:24
Like we've been bringing this, you know, going this, going on this for three, four,
  • 08:28
five years now building this community and it's amazing.
  • 08:31
Yeah.
  • 08:32
So amazing.
  • 08:33
I was actually in a, you know, obviously if you watch our streams live, you get to see
  • 08:35
all the amazing fan art that people send us.
  • 08:37
And I was talking to Zach, who you're going to see in an interview following this segment.
  • 08:43
And I was actually saying how crazy it is that we have all this amazing fan art.
  • 08:47
And one of the walls in our hallway actually like right near us over there is where we're
  • 08:51
planning to do this huge cork bar where we're going to put all the fan art.
  • 08:55
So keep sending us those things.
  • 08:56
We love seeing them.
  • 08:58
And we've already had people making cosplay and we're definitely going to put that up
  • 09:01
there.
  • 09:02
So we appreciate you all so much.
  • 09:04
And we hope that, you know, this to kind of segue into what you're going to be able to
  • 09:07
see for the rest of today is that, you know, you're going to get a glimpse into our studio.
  • 09:11
We want to set expectations that, you know, we haven't quite decorated everything yet
  • 09:15
in Trepid style.
  • 09:16
We are planning to do that.
  • 09:17
We have some cool murals.
  • 09:18
I chatted with John about like what pieces we're going to do and stuff.
  • 09:21
So once those things get put up and we have a little bit more of a, you know, a vibe that
  • 09:25
we want to share with you, we'll definitely give you a proper tour.
  • 09:28
And we also bought some equipment, like gimbals and stuff like that.
  • 09:33
You've been seeing our production quality for Extra Life increasing and obviously this.
  • 09:37
So we do have plans of showing you guys those things.
  • 09:40
But you know, this is going to be an opportunity for you to kind of get cozy with the developers,
  • 09:45
get to know them a little bit more, not just about what the work that they work on, but
  • 09:49
like them as people and kind of what they like about games.
  • 09:52
And so we'll be chatting with the folks who helped with the Unreal Engine update, character
  • 09:56
creator, seasons and environments, combat, gathering, and of course crafting.
  • 10:01
So we hope that you enjoy that.
  • 10:03
And of course we're going to look back at the year and kind of do a little year in review.
  • 10:07
Bring your tissues, get ready to cry.
  • 10:09
Shout out to Mike Becchio, who also made this tree.
  • 10:13
Oh, I love the tree.
  • 10:14
Oh my gosh.
  • 10:15
The attention to detail on the little ornaments.
  • 10:18
This little guy's face for the ornament is so cool.
  • 10:21
Yeah, and he even made you one with him.
  • 10:23
I know.
  • 10:24
I love that.
  • 10:25
We showed that last month.
  • 10:26
This guy, the little Vec down here.
  • 10:28
Yes.
  • 10:29
Oh, it looks so cool.
  • 10:30
They're really, really cute.
  • 10:32
Maybe someday we'll have ornaments that we sell for a holiday.
  • 10:35
I know.
  • 10:36
That'd be great.
  • 10:37
We should totally do that.
  • 10:38
Yeah.
  • 10:39
So before we go into everything, I do want to spotlight our comment for YouTube.
  • 10:42
And of course, if you want to be spotlighted, be sure to subscribe to us on YouTube on our
  • 10:47
development update and also leave a comment and you could possibly be this spotlight.
  • 10:53
So today's spotlight is Eric634, and they wanted to know, I'm very curious what work
  • 10:59
Intrepid is doing to capture valuable data in Alpha 2.
  • 11:03
Has Intrepid built dashboards and data gathering tools?
  • 11:06
And I feel like this is a great- Oh man, I was going to say, who gets this
  • 11:09
one?
  • 11:10
Yes.
  • 11:11
I feel like we're all hyped about that.
  • 11:12
Yes, of course.
  • 11:13
Data.
  • 11:14
Yes, well, we do.
  • 11:15
We love data.
  • 11:16
But here is actual work going into data and collecting and game logs and stuff that we'll
  • 11:22
be using down the road a lot, especially during our Alpha to help us, to guide us to understand
  • 11:28
where we're meeting our marks and beating our marks and what we want to be accomplishing
  • 11:32
as far as where finding the fun is.
  • 11:34
Right.
  • 11:35
Yeah.
  • 11:36
And of course, those come along with a complimentary set of tools that are created by our developers
  • 11:40
to collect that data, not just from gameplay, because that's one important aspect of it,
  • 11:45
what data players are doing in the game.
  • 11:47
But another part of it which completes that picture is active community engagement with
  • 11:53
those players as well to tell the tale from the player's perspective, not just the actions
  • 11:57
in game.
  • 11:58
Right.
  • 11:59
And I feel like a lot of companies and many of us probably in the community have experienced
  • 12:02
this in other games, decisions get made from just data points that are numerical, right?
  • 12:07
It has to be a combination.
  • 12:08
But it must be a full picture that requires some investment on the company's behalf of
  • 12:13
that community outreach and engagement, right?
  • 12:15
Yeah.
  • 12:16
And that's what I mean.
  • 12:17
That's one of the reasons why I started working here is the first conversation Steven and
  • 12:20
I had on the phone.
  • 12:21
At Milton's, we ate lunch at Milton's.
  • 12:22
Well, before that, I had a conversation with you on the phone because McPee was like, you
  • 12:27
need to come work with us.
  • 12:28
And I was like, I don't know.
  • 12:29
And chatting with Steven really like, and I think back on it, that was like four years
  • 12:33
ago from me.
  • 12:34
Yeah.
  • 12:35
But the reason why I was like, this is a place where I want to go is because you really understand
  • 12:40
community.
  • 12:41
Totally.
  • 12:42
And that we are gamers also, and that we are making games for gamers.
  • 12:47
And I often work in the past with people who maybe aren't gamers, and they didn't really
  • 12:52
get the perspective of that.
  • 12:53
Or we'd be making decisions because it's like, hey, this is the bottom line, and we're trying
  • 12:56
to hit that.
  • 12:57
And if you don't hit this, you're fired.
  • 12:58
Yes.
  • 12:59
And there's nothing more frustrating from a player's perspective when something changes
  • 13:03
in the game, and it changes for the wrong reason because some value in some cell in
  • 13:07
some Excel sheet says, hey, this is the data that we scrapped from player activity.
  • 13:12
Yeah.
  • 13:13
And so what we're doing when we're sending reports over, we're like, hey, the numbers
  • 13:16
are down for this because X and Y.
  • 13:18
We give some analyzation to it.
  • 13:19
And I think that sometimes that part is not read or looked into as much as it should be.
  • 13:24
And it's so important to not just look at data and make decisions, but also understand
  • 13:28
why that data is that way in the grand scheme of things.
  • 13:32
Yeah.
  • 13:33
All right.
  • 13:34
So we're going to head on over and meet up with our Unreal Engine and Character Creator
  • 13:39
folks who Steven was interviewing.
  • 13:40
So we hope that you enjoy the rest of the stream, and we will see you all on the flipside.
  • 13:44
I love the fireside feel to this.
  • 13:46
I just got to say it.
  • 13:47
It's so good.
  • 13:48
We aren't going to stop that.
  • 13:49
We definitely want the genuine vibe.
  • 13:51
And I think hopefully you guys all feel that way through this.
  • 13:54
All of our streams have been that way.
  • 13:56
We want even just these types of ones to feel that way too.
  • 13:58
Yes.
  • 13:59
We'll see you guys in a little bit.
  • 14:05
Hey, guys.
  • 14:09
I am joined by three of our awesome developers.
  • 14:14
We have some of our engineers here at the studio.
  • 14:16
Why don't we take a second for you guys to introduce yourself?
  • 14:18
Hello.
  • 14:19
I'm Clayton.
  • 14:20
You might remember me from the Character Creator live stream.
  • 14:23
Hi, I'm Mitch.
  • 14:25
I've been here at Intrepid for coming up on four years now, and I'm a senior engineer.
  • 14:30
I'm Zach.
  • 14:31
You might also recognize me from the Character Creator live stream.
  • 14:34
And me and Zach are also engineers.
  • 14:36
Yeah, we are also...
  • 14:38
Also gameplay engineers.
  • 14:39
Yeah.
  • 14:40
So that was a fun live stream.
  • 14:42
But let's talk a little bit about earlier in the year.
  • 14:45
Actually it was at the end of 2021 and into January of 2022, we showcased our transition
  • 14:53
over to Unreal Engine 5.
  • 14:56
That was quite an endeavor.
  • 14:57
Yeah.
  • 14:58
We had a lot of things going on all at once.
  • 15:01
Yeah, it was a lot going on.
  • 15:03
There were a lot of people who participated in kind of getting the project over to Unreal
  • 15:07
5.
  • 15:08
Talk to me a little bit about what that process entailed.
  • 15:10
Yeah, Mitch and I were at the forefront of that, especially Mitch.
  • 15:15
I was helping out a lot with the version control.
  • 15:18
We have a lot of additions to our custom version of Unreal Engine that allow our designers
  • 15:24
to do what they need to do and allow custom features for our engineers.
  • 15:28
And getting those reconciled with all of the awesome new features from Unreal Engine 5
  • 15:32
was a lot of work.
  • 15:33
Right.
  • 15:34
Yeah.
  • 15:35
The more custom changes that occur in the engine makes that process a bit longer and
  • 15:39
a bit more intricate.
  • 15:40
Right?
  • 15:41
Right.
  • 15:42
And when we get a new version, we have to make sure that all of the previous edits we'd
  • 15:46
made to Unreal Engine still apply or still are needed.
  • 15:51
So we had to step through, pardon me, basically everything we had done up to that point and
  • 15:58
one by one say, do we need this?
  • 16:00
Do we need something else?
  • 16:02
And talk to us a little bit about kind of what benefits, I know the audience obviously
  • 16:07
has had an opportunity over this course of this last year to see the benefits that Unreal
  • 16:10
5 bring to the project from a visual fidelity standpoint, but also a little bit behind the
  • 16:16
curtain on the tech side.
  • 16:17
What type of benefits come from Unreal Engine 5?
  • 16:19
Well, there's a lot finer control for one, for the map and for things like separating
  • 16:26
out things into, they call it world partition, to greatly increase the performance of especially
  • 16:34
the client in very cluttered areas.
  • 16:37
Right.
  • 16:38
The large scale additions to the engine have really helped us from the regards that we
  • 16:42
were already going to have this massive world and the engine, the feasibility of it just
  • 16:48
improved in that regard.
  • 16:50
Yeah.
  • 16:51
Like one thing that a lot of people don't consider is how you bring all of the people
  • 16:54
on a massive team like this to actually work on the same thing.
  • 16:59
Because previously a lot of the files would be saved in larger chunks versus now in Unreal
  • 17:04
Engine 5, things are saved as individual actors.
  • 17:07
So people can actually access the same level simultaneously and contribute work to the
  • 17:14
same features of the project or the same parts of the content without stepping on each other's
  • 17:18
toes.
  • 17:19
Right.
  • 17:20
And from a workflow perspective, that is very nice to have because previously you would
  • 17:24
have to wait as a handoff for some particular checkout to be checked back in before you
  • 17:29
could start working.
  • 17:30
Yeah, we'd lock each other out as well as the environment team very often.
  • 17:35
Yeah.
  • 17:36
That was a big problem.
  • 17:37
Yeah, the workflow side for the environment team was a big relief.
  • 17:41
And then finding out that someone had something you needed to make a specific engineering
  • 17:45
change and then having to wait a couple days at the worst case to be able to access the
  • 17:53
file.
  • 17:54
Now you can just work on the same thing.
  • 17:56
It's beautiful.
  • 17:57
And tell me a little bit about kind of some of the performance related benefits that come
  • 18:01
on the asset side, things like Nanite or just the visual fidelity of the world with things
  • 18:06
like Lumen.
  • 18:07
A lot of people hear terms like Lumen and Nanite and they just see that it looks awesome,
  • 18:12
but you don't realize that these are also actually just fundamental changes to how the
  • 18:17
graphics are handled under the hood because with Lumen, so previously a lot of people
  • 18:25
are familiar with hardware accelerated ray tracing and...
  • 18:29
So many people are familiar with that.
  • 18:30
Yeah, it's simulating...
  • 18:31
In the audience especially.
  • 18:32
Yeah, it's simulating global illumination and shadows and like...
  • 18:35
Well, it was a really big thing whenever graphics card companies were coming out and saying,
  • 18:40
you know, this is going to be the new amazing tech and they were showing off...
  • 18:43
I remember that.
  • 18:44
We tested some of that with Tristan, I think back in 2017 or 18.
  • 18:48
And we had little side by sides and watched the performance.
  • 18:50
They're like, oh, ray tracing on, ray tracing off.
  • 18:52
And one thing that Lumen does is it allows you to actually simulate ray tracing on the
  • 18:58
software side.
  • 18:59
So, well, it's not simulating ray tracing.
  • 19:00
They're solving the same problem with a different solution with software simulated global illumination.
  • 19:05
Instead of hardware simulated.
  • 19:06
So now it's more accessible to people.
  • 19:09
And that's why Lumen looks so amazing.
  • 19:12
And that's actually one of the reasons why in early in the year when we showcased the
  • 19:16
video transitioning over to Unreal Engine 5, we used that cave area to kind of show
  • 19:23
the benefits of that global illumination bouncing, cascading off of the environment.
  • 19:27
Yeah, exactly.
  • 19:28
And you combine that with the virtualized geometry.
  • 19:31
Yeah.
  • 19:32
And it's a win.
  • 19:33
Yeah.
  • 19:34
Not to mention, obviously, the performance gains as well.
  • 19:36
Because Nanite is per pixel geometry, which is amazing.
  • 19:40
Like for large worlds, a lot of the times you have massive textures that are considered
  • 19:46
virtualized.
  • 19:47
And this is like a very common practice previously for handling giant textures as you virtualize
  • 19:51
the texture, which means that it's now streaming from disk instead of all being loaded into
  • 19:55
the memory at once.
  • 19:57
And Nanite now provides that for geometry so you can stream in the geometry more granularly.
  • 20:01
Which is huge.
  • 20:02
Yeah, it's a pixel geometry, so it's pretty incredible.
  • 20:05
That's very cool.
  • 20:06
Now obviously it doesn't end with Unreal Engine 5.
  • 20:10
As the community is aware, starting next month we're actually going to be making the move
  • 20:15
over to 5.1.
  • 20:16
Yeah.
  • 20:17
And talk to me a little bit about what that process is going to entail and also what types
  • 20:21
of benefit it's going to bring.
  • 20:22
It should be a fairly smooth process, smoother than our initial...
  • 20:28
Initially we did the pre-release version of 5.0.
  • 20:30
And that was a little rough.
  • 20:32
But 5.1 should be better.
  • 20:35
And we're looking forward to a lot of the performance gains, especially with things
  • 20:38
like they're partitioning the nav mesh along the same lines as the world partition.
  • 20:43
And talk to us a little bit about what partitioning nav mesh means.
  • 20:46
It means that different servers and different clients will have to can load partial sets
  • 20:53
of the nav mesh instead of the whole nav mesh.
  • 20:56
And the nav mesh is...
  • 20:57
So it's a lot less memory.
  • 20:58
And the nav mesh is essentially for people who don't know.
  • 21:01
That is how NPCs path around the world, essentially.
  • 21:04
Correct.
  • 21:05
And that's how they know where collision is and what they can move around and how they
  • 21:08
get to a target location.
  • 21:09
Exactly.
  • 21:10
Don't walk through the tree, walk around it.
  • 21:12
Right.
  • 21:13
Absolutely.
  • 21:14
And talk to me a little bit about the...
  • 21:15
I know artists are very excited about 5.1.
  • 21:17
Why is that?
  • 21:18
Well, a lot of the features that were still in a beta form for the engine are now coming
  • 21:24
online as more performant versions or more reliable versions.
  • 21:29
So the entire studio will be able to move over to DirectX 12 for our primary graphics
  • 21:35
API, which that's going to save the artist a lot of headache because a lot of the time
  • 21:40
somebody will be like, hey, this looks bad or I'm getting these weird glitches on the
  • 21:43
textures or I'm crashing.
  • 21:45
And now a lot of it's just coming into maturity with 5.1.
  • 21:49
And they're also incorporating Nanite as part, as I understand it, with the foliage actors
  • 21:54
as well.
  • 21:55
Yeah.
  • 21:56
Yeah.
  • 21:57
There's some talk of that.
  • 21:58
Yeah.
  • 21:59
I know tech art's a little excited about that.
  • 22:00
Yeah.
  • 22:01
Yeah.
  • 22:02
They've been waiting for it for a long time.
  • 22:03
Yeah.
  • 22:04
Yeah.
  • 22:05
I remember they were talking to me about it almost six months ago, I think.
  • 22:10
Awesome.
  • 22:11
So after we showcased our move to Unreal 5 earlier this year, we had a stream about
  • 22:17
our character creator.
  • 22:19
And this was something that for a long time we had been talking about kind of our goals
  • 22:25
2017, what are some of the character creators that we've seen, that we've loved in other
  • 22:31
games?
  • 22:32
Talk to me a little bit about your experience as a gamer first.
  • 22:36
What are some of the things that you look for in a character creator and why you were
  • 22:39
excited to bring something a little bit that level and beyond potentially with ours?
  • 22:43
For me, it's the freedom of expression to make the character that you want to make without
  • 22:50
the limitations that sometimes seem kind of arbitrary that developers put in.
  • 22:55
I really enjoyed Baldur's Gate, the creator.
  • 22:57
I thought that was a lovely one that really made me feel like I was in a fantasy realm
  • 23:05
crafting my own character.
  • 23:06
As well from the purely tech side of Black Desert Online, I really enjoyed the more of
  • 23:14
the tactile, the customized character.
  • 23:18
The direct manipulation.
  • 23:19
Exactly.
  • 23:20
Yeah.
  • 23:21
For me, it's usually, can I be green?
  • 23:24
Can he be green?
  • 23:26
Yes.
  • 23:27
Oh, it's like a lizard folk or an orc?
  • 23:30
I'm just kidding.
  • 23:31
All of the above.
  • 23:32
All of the above.
  • 23:33
You know, actually on that note, that's a great segue into one of my favorite character
  • 23:38
creator stories, which was actually Oblivion back in, I think it was 2006, Elder Scrolls.
  • 23:44
It wasn't like an amazing character creator, but they had a lot of options and you were
  • 23:47
able to sort of manipulate it in a way that you could push the limits by dragging one
  • 23:52
slider back and one slider the other way.
  • 23:54
And I would always make my person like red or green just for fun.
  • 24:00
Of course, we don't allow for that in our character creator.
  • 24:02
We talk about only allowing positive results or adding constraints that you can have a
  • 24:08
high degree of control while making sure that the final result is going to look good no
  • 24:13
matter what.
  • 24:15
And of course, good can be somewhat subjective.
  • 24:18
Yeah, for sure.
  • 24:19
But I want to make Igor.
  • 24:21
Yes, exactly.
  • 24:22
But whatever you see yourself as in this fantasy role playing setting, you should be able to
  • 24:28
make that in the character creator and express yourself.
  • 24:30
Well, I thought, you know, the work that you guys did and that the artists did with bringing
  • 24:36
kind of the first iteration of Ash's character creator to life was really phenomenal.
  • 24:41
I know it got a lot of positivity and response from the community.
  • 24:46
Talk to me a little bit about that process.
  • 24:47
What did that entail?
  • 24:50
That was a whole lot of R&D at first.
  • 24:52
Yeah.
  • 24:53
Yeah.
  • 24:54
See if it was, I guess, possible within the engine we're working in, especially like what
  • 24:58
we wanted for it.
  • 24:59
Yeah.
  • 25:00
Because we had a lot of demands that we couldn't really point to in other games and be like,
  • 25:05
let's just do that, you know.
  • 25:06
Yeah.
  • 25:07
It was a lot of bespoke functionality that was novel to Ash's.
  • 25:11
Right.
  • 25:12
And it's one thing to make it work in the character creator.
  • 25:16
And it's a completely different thing to take the character that you made in the character
  • 25:20
creator and make that work in game.
  • 25:22
Right.
  • 25:23
And make it performant.
  • 25:24
Mm-hmm.
  • 25:25
And that's one thing that Zach played a huge role in was actually getting the assets gameplay
  • 25:28
ready by threading the skeletal mesh merge process.
  • 25:32
That was pretty awesome.
  • 25:33
Yeah.
  • 25:34
It wouldn't really be possible unless we did a lot of heavy tech in the background.
  • 25:38
Yeah.
  • 25:39
To make it feasible.
  • 25:40
Very cool.
  • 25:41
And then another aspect, obviously, is the tech you guys worked on doesn't just facilitate
  • 25:47
the front-facing character creator for the player, but it's also something that can be
  • 25:51
utilized internally as a tool when creating NPCs, correct?
  • 25:55
Yeah.
  • 25:56
When we were in the ideation phase of character creator, we always thought that it'd be great
  • 26:01
to have a customization suite for design so they can go in and make quest NPCs, they can
  • 26:07
populate the world with their custom characters, they can go in and give life almost to each
  • 26:12
individual NPC if they wanted to.
  • 26:14
Yeah.
  • 26:15
And really make them unique and customized.
  • 26:16
Yeah.
  • 26:17
And designers, of course, love having that tool available to them.
  • 26:18
Oh, they love it.
  • 26:19
Because they don't have to go and make specific requests necessarily to character on a particular
  • 26:25
type of NPC.
  • 26:27
They can just jump into the tool itself and create those things.
  • 26:31
And of course, that technology isn't just restricted to humanoid type NPCs, but also
  • 26:36
can be able to leverage across creature creators as well, potentially.
  • 26:40
Is that true?
  • 26:41
Well-
  • 26:42
Big plans for that.
  • 26:43
Yeah.
  • 26:44
Yeah.
  • 26:45
So, yeah, it's still very much in the oven, but yeah, we want to leverage a lot of the
  • 26:50
technology that we made for the character creator for things like animal husbandry and
  • 26:57
for populating the world with unique variations of creatures as well.
  • 27:02
Yeah.
  • 27:03
Absolutely.
  • 27:04
We're working towards that.
  • 27:05
We're going to leverage that tech as much as possible.
  • 27:06
Yeah.
  • 27:07
Exactly.
  • 27:08
Get the most out of it.
  • 27:09
Yeah.
  • 27:10
In creating the character creator, one of our biggest points of emphasis is while we're
  • 27:12
making this is thinking about how it can be reused in other parts of the project.
  • 27:16
Yeah, absolutely.
  • 27:17
As long as I can edit the size of my pug's eye.
  • 27:22
To make them really oversized.
  • 27:25
Talk to me a little bit about what...
  • 27:27
We obviously talked a little bit about one of the aspects of the future uses for the
  • 27:31
character creator with creatures potentially, but what are some of the other things you're
  • 27:34
excited about to continue working on getting the character creator to a point where it's
  • 27:40
going to be live for launch?
  • 27:43
What are some of those features?
  • 27:44
I know we took a lot of feedback from the community when they gave us responses during
  • 27:48
the discussions thread about what they're looking for.
  • 27:51
They talked a little bit about more hair options, more abilities to do tattoos, perhaps even
  • 27:56
to customize those things.
  • 27:57
What are some of the things you guys are excited to add?
  • 28:00
Yeah.
  • 28:01
So one thing that I'm really excited to work on next is the hair customization.
  • 28:04
Well, a lot of the functionality for the hair customization is there, but I think that you
  • 28:08
saw in the demo, it was still using sliders.
  • 28:11
We really want to expand how much you can customize individually on the hair and also
  • 28:16
incorporate that same mechanic of direct manipulation so that you're dragging different parts of
  • 28:22
the hair or actually configuring it that way.
  • 28:25
Especially with longer braids and jewelry and more of the granularity you can use to
  • 28:32
really customize your character.
  • 28:33
Yeah, we saw a lot of commentary about that.
  • 28:35
And of course, players, as you guys understand, those might not always be available at the
  • 28:40
inception of a particular character, but might be unlocked through achievements in game that
  • 28:45
you can then revisit the character creator through salon services and nodes and start
  • 28:50
to customize further as your character's history matures within the world, right?
  • 28:55
Yeah.
  • 28:56
That's one thing that I'm super excited for is the gameplay integration of the character
  • 29:00
creator in real time and how we integrate different customization features and tie that
  • 29:06
into your character progression.
  • 29:08
I can't wait to see the different scars that I can unlock from a deadly battle.
  • 29:14
Like reputation-based tattoos.
  • 29:16
Yeah, exactly.
  • 29:17
Yeah, I've never seen that before.
  • 29:21
Going into the tattoo parlor in the Dunir node and getting a special Dunir tattoo.
  • 29:26
Oh my God.
  • 29:27
It would be also cool as a feature if you're capable of inspecting other players' customization
  • 29:32
options and what they represent.
  • 29:33
So if you do add the scar from the dragon fight, another person can see, ah, they have
  • 29:38
a scar and it's from that dragon fight.
  • 29:40
Exactly.
  • 29:41
Yeah, that is super cool.
  • 29:42
There's a wealth of gameplay options that we're going to give designers to be able to
  • 29:47
populate the world with quests and reputation and things like that.
  • 29:50
Yeah, that's super cool.
  • 29:51
Very, very cool.
  • 29:52
Well, awesome.
  • 29:53
You know, I guess one final question that I would have for you guys is, as someone who
  • 30:01
takes a long time to create your character, do you generally just randomize and go or
  • 30:08
do you sit there and fiddle with it?
  • 30:11
I know that in an MMO setting, sometimes when you're making that character, and obviously
  • 30:15
this is a service we've talked about offering, is prior to launch, players will be able to
  • 30:19
access the character creator and prep for that launch time because you want to get into
  • 30:22
the server as quickly as possible.
  • 30:23
You don't want to lose any time, right?
  • 30:25
And trying to progress.
  • 30:26
But do you guys like to fiddle with the character creator, spend a long time doing it, customizing
  • 30:30
everything or do you just randomize and go?
  • 30:33
Well, at first I do both actually.
  • 30:35
Really?
  • 30:36
At first I randomize and go and I give the game, I'm super picky, I give the game an
  • 30:40
hour and if I'm not captured in an hour, I get a refund.
  • 30:45
Yes.
  • 30:46
A lot of people do that.
  • 30:47
Then I spend two hours in the character creator making my real character.
  • 30:52
Okay, so first you vet the game, then if you like it, you spend the time.
  • 30:55
Right.
  • 30:56
What about you guys?
  • 30:57
Yeah, no, so normally I'll randomize to find a starting point that I like and then I'll
  • 31:01
customize from there.
  • 31:04
But normally I don't actually put a lot of time into the character creator.
  • 31:08
Really?
  • 31:09
Oh my gosh, the sacrilege.
  • 31:11
I'm just kidding.
  • 31:12
I spend a lot of time in character creators and if there's ever an option to mod it, like
  • 31:17
Skyrim, I'll add even more customization options like modded Skyrim just so I can have full
  • 31:24
control and if it's not a time gate or I'm waiting to get into the game, if I have a
  • 31:31
single player game, I will spend a full play session.
  • 31:34
Oh yeah.
  • 31:35
Just tweaking everything.
  • 31:36
Yeah, I generally, if I'm starting a game, especially an MMO and I know that, I mean
  • 31:42
in the past the MMOs that I've experienced, it was rare to kind of visit that character
  • 31:45
creator again and get to change things so I would spend a lot of time building out the
  • 31:51
character, customizing things.
  • 31:52
I don't know, I'm kind of a guppy for the role play side.
  • 31:55
One of the nice things that Clayton did was he worked on a really nice randomization feature.
  • 32:01
Oh yeah, absolutely.
  • 32:04
Like if you're not one of those players, like me, that spends a lot of time in it, you can
  • 32:09
just randomize through and you're going to get amazing results every time.
  • 32:14
And Clayton did a really good job with just the breadth of the customization with the
  • 32:19
randomization and then you can always use that to go off of it.
  • 32:23
Yeah, I was having a fun time just kind of spamming that randomize button and just watching
  • 32:27
the different shapes and figures and faces just roll through the character creator.
  • 32:32
That was actually pretty cool.
  • 32:33
Yeah, seeing how many different ones you could generate in a short amount of time.
  • 32:36
That's neat.
  • 32:37
Yeah.
  • 32:38
And that's also, that's going to be at the forefront of our content designer's ability
  • 32:42
to populate the world with convincing good looking characters is a decent looking randomizing
  • 32:47
feature.
  • 32:48
Awesome.
  • 32:49
Yeah.
  • 32:50
Very cool.
  • 32:51
Well guys, thank you for taking the time to chat with me and our audience.
  • 32:53
We're going to have a fun little segment coming up next.
  • 33:04
And welcome over into the environment and season side.
  • 33:08
I am joined by three absolutely awesome members of the team and Tristan, you want to introduce
  • 33:13
yourself?
  • 33:14
I'm Tristan Snogress.
  • 33:15
I'm the lead environment artist here at Intrepid Studios.
  • 33:17
Absolutely.
  • 33:18
We also have Brian Gans, lead tech artist.
  • 33:21
And of course the amazing.
  • 33:23
I'm Kat Nary and I am the audio lead at Intrepid.
  • 33:26
Yay.
  • 33:27
So we actually pulled off some fun feats this year and showcasing to the community some
  • 33:32
pretty exciting stuff.
  • 33:33
One of which was the seasons showcase.
  • 33:37
And we did that in the Riverlands biome, is that right?
  • 33:40
Correct.
  • 33:41
That was the first biome that we actually implemented the actual tech that Brian and
  • 33:45
Hal and James actually worked on.
  • 33:48
And talk to me a little bit about that tech.
  • 33:50
What did it entail?
  • 33:51
We're just touching every single component of Unreal where a lot of things had to be
  • 33:57
harmonized like the cloud, the volume cloud stuff and the particle effects for the rain
  • 34:01
and the snow.
  • 34:02
I think I mentioned it in the livestream for the thing.
  • 34:07
There's so many parts to it.
  • 34:08
I mean it was amazing to see.
  • 34:10
We talked about it during of course the demonstration that I've never personally experienced any
  • 34:13
type of tech like that in an MMORPG before where you actually get to see the biome change
  • 34:18
in front of your eyes on a seasonal basis.
  • 34:20
How difficult was that to achieve and how much did moving over to Unreal 5, we just
  • 34:25
talked about in the previous segment, moving over to Unreal 5 help with that?
  • 34:28
I think it helped with it a lot.
  • 34:29
I think a lot of the cases in Unreal, the solve you're looking for is a button.
  • 34:34
A button press or a check block or something but there are a lot of different systems to
  • 34:39
harmonize and gameplay implications that and it's probably one of the hardest things is
  • 34:44
the planning out of how to start it so that the whole approach is future proof and does
  • 34:49
everything you want it to do or might want it to do.
  • 34:53
And that of course has implications on the audio side because as an environment changes
  • 34:57
of course the ambience doesn't sound the same.
  • 34:59
Those things have to, those tracks have to change.
  • 35:01
How was that implementing?
  • 35:02
I mean first doing season tech is something I wanted to do for like 20 years in the game
  • 35:07
industry so when I got to see what the artists were doing I was really excited to work on
  • 35:11
this.
  • 35:12
You know you would think that there's just four seasons and so you make your four sounds
  • 35:17
of summer, winter, fall, spring but we're going to go high tech and we're going to do
  • 35:22
eight variations that seamlessly go through.
  • 35:25
Ideally you won't hear the changes because it'll be so seamless and they'll just kind
  • 35:28
of go through.
  • 35:29
Yeah it's something you don't get to see in the live streams right now because you do changes
  • 35:32
in 30 seconds.
  • 35:33
Right.
  • 35:34
So when we do the sounds for them and as the audio team continues to grow like right now
  • 35:37
I went out and recorded the rare rain in San Diego a couple of weeks ago.
  • 35:41
Oh so good, I love listening to that.
  • 35:42
Yeah so that kind of stuff gets into the game and as it grows we'll go do more field recording.
  • 35:48
You know we try to make as much custom sounds as we can that fit the environment that we
  • 35:51
see.
  • 35:52
And I of course haven't received yet your itinerary of all the places in the world you
  • 35:54
plan to travel to.
  • 35:55
To collect those things.
  • 35:56
To collect, yeah yeah.
  • 35:57
I will be asking for reimbursement.
  • 35:58
I can't wait when I go to Fiji and you know.
  • 35:59
Yeah.
  • 36:00
I'm going to Fiji and yes.
  • 36:02
Yes exactly.
  • 36:03
I am more than happy to travel all over the world.
  • 36:05
To collect the perfect references for the different types of assets.
  • 36:08
Of course, yeah, Fulver Graham Tree maybe we can do that as well.
  • 36:10
Talk to me a little bit about that.
  • 36:11
What were some of the inspirations?
  • 36:12
I know James did a lot of work on the seasonal showcase for those assets.
  • 36:16
How do you guys kind of derive what you're going to fill those biomes with?
  • 36:20
So first it was just trying to find some real world references that we could take as you
  • 36:25
know inspiration.
  • 36:26
Then of course we do get concept images derived from that to add the fantasy flair that we're
  • 36:31
going to have.
  • 36:32
Right?
  • 36:33
So then you know we want to do real world but we're also doing high fantasy.
  • 36:35
Yeah.
  • 36:36
What kind of elements to it.
  • 36:37
So they chose Wales as essentially the biome for this which is basically like where my
  • 36:43
family is from.
  • 36:44
Right.
  • 36:45
So I was like alright we're going with this.
  • 36:46
I remember seeing your shots that you took while you were in Wales and you were posting
  • 36:50
them all throughout the art channels.
  • 36:51
And you're like alright this is great for this.
  • 36:53
This is great for this.
  • 36:54
Then when we need more references I called up my mom and was like hey you want to go
  • 36:58
out to the garden and take some photos?
  • 37:01
They want to know what the ground looks like during winter.
  • 37:03
I was like I can get you that right now.
  • 37:04
Do you fill out any Jira tasks for her when you ask her to do that stuff?
  • 37:06
Yes she's still asking for her money.
  • 37:08
We'll figure it out.
  • 37:09
She's retired.
  • 37:10
She's okay.
  • 37:11
But yeah so then we moved on to the desert biome after that.
  • 37:15
And so that wasn't necessarily seasonal tech implementation right there but we had a whole
  • 37:19
bunch of stuff to kind of think about how we wanted to approach seasonal tech from a
  • 37:24
very different environment.
  • 37:25
Right especially like the one that's desolate as a desert.
  • 37:28
Right and so how do we make that environment change over four biomes and make it feel like
  • 37:32
unique and interesting and different but also not just do a traditional desert.
  • 37:37
So we'd like to make like the winters maybe slightly different that you might see in a
  • 37:41
desert.
  • 37:42
I know we talked a little bit about that.
  • 37:43
And there's some cool stuff that we've done for things that might come down the line but
  • 37:48
one of the things that we wanted to do was also out here in Anza, Borrego we get the
  • 37:52
desert super blooms which is where everything turns into like this beautiful painting of
  • 37:57
color.
  • 37:58
It's unbelievable.
  • 37:59
Yeah the flower blooms are just mind-blowing.
  • 38:01
Beautiful.
  • 38:02
So there's some stuff that we have been trying to make happen that is going to probably blow
  • 38:06
people's minds even more than we've already done with the river lane.
  • 38:10
Absolutely and I think that people are gonna be really excited to see that stuff.
  • 38:13
I think just the glimpse that we got actually at the desert area that desert biome there's
  • 38:17
already I mean just such beauty and that you did with the oasis and the tech across the
  • 38:22
rolling winds over the sand dunes.
  • 38:25
Talk to me a little bit about how you kind of accomplished the wins for the sand dunes.
  • 38:29
There's a couple of techniques I think a lot of times the environment artists will take
  • 38:33
a stab at what they want to do and then I'll pick it up and work it and massage it in a
  • 38:37
little bit better with some of the systems that are in there already.
  • 38:41
Make it a little more functional than what an artist might do.
  • 38:44
And perform it.
  • 38:45
But yeah they know they have an idea what they want in their eye and I'm just like okay
  • 38:49
I get it and let's kind of use that in a particle effect to do that as well and it's kind of
  • 38:56
like use a different system but in the same way that they're envisioning.
  • 38:59
I try to cover like all the different things Unreal can do like the grass, the foliage,
  • 39:03
and the virtual textures and everything and there's a lot of ways to do things but there's
  • 39:08
often the best way to do something and it's kind of like put that in there.
  • 39:12
The heat distortion was done one way so let's put that in the particle system.
  • 39:16
And they all kind of layer on top of each other these different systems that you're
  • 39:20
utilizing.
  • 39:21
Yeah if you take one out then the whole scene just kind of falls apart.
  • 39:23
Loses that full vibe.
  • 39:25
And now of course you know we have certain types of weather events that are of course
  • 39:28
going to impact audio as well for these areas like we talked a bit about one of the boss
  • 39:33
designs that are intended for the desert biome having this kind of whirlwind of sandstorm
  • 39:39
and when players get inside of those things how does that kind of change audio?
  • 39:43
Yeah no Brian's been awesome to work with because he's built a lot of systems that can
  • 39:46
drive the audio dynamically so I'll go out and record various levels of sounds and then
  • 39:52
they'll procedurally change in the game to really make you feel like you're in there.
  • 39:56
Even the same with the trees if you go under the trees right now with the wind you know
  • 39:59
the little leaves will kind of go up and down with the wind parameters that Brian set up
  • 40:04
and it's really really neat and really interactive.
  • 40:06
And not just the winds I noticed that as you know I kind of move through the game and I
  • 40:09
get close to some of these particular foliage actors I hear birds chirping or you know some
  • 40:15
type of cue that just happens in the background.
  • 40:17
The birds are super cool too because they're going to be assigned to certain trees and
  • 40:21
you know sometimes you'll find that really cool bird you want to sit under it and then
  • 40:24
sometimes you'll find a bird that maybe you don't want to be near and so maybe you'll
  • 40:27
chop down that tree and take away his home or move away.
  • 40:30
Oh no that's terrible.
  • 40:31
That's quite genius.
  • 40:32
That is actually very genius.
  • 40:33
I noticed also you know as we were kind of showcasing some of the ranger footage that
  • 40:41
design and the combat engineers have been working on there was that almost pollen like
  • 40:47
fog that was just throughout the level that you know created that almost morning dust
  • 40:52
look in that area.
  • 40:53
Yeah one of our newer artists John Winnick has actually been implementing all of those
  • 40:57
kind of features to I mean that's just another atmospheric element that completely adds to
  • 41:01
the mood.
  • 41:02
Right.
  • 41:03
And those are seasonal as well right like I mean those are going to be specific attuned
  • 41:06
to specific seasons so.
  • 41:08
And not just seasons also weather right you know so you might get a foggy morning you
  • 41:12
know there's been several pretty amazing games recently that I've played that have some of
  • 41:16
these elements and you know that really changes the vibe of when you're running around like
  • 41:20
you know one day to another is completely different.
  • 41:23
And that's a great you know point like we're all gamers we all play games in our spare
  • 41:27
time that's why we're in this industry is because we love games we like seeing the smiles
  • 41:30
on people's faces when we make something that excites them.
  • 41:33
How much inspiration do you draw from the games that you play?
  • 41:38
That's a tough question because there's so many different types of games that you play
  • 41:41
obviously and I don't really stick to one.
  • 41:44
And none of them have a shortage of awe-inspiring feats that their dead teams accomplish as
  • 41:47
well.
  • 41:48
Yeah and you know like for me in particular Red Dead Redemption.
  • 41:52
Oh it's such a great game.
  • 41:53
It's an amazing game where I could just ride around and enjoy the nature all day.
  • 41:57
Or the shenanigans that the horses have.
  • 41:59
All the little things you know.
  • 42:01
But like yeah like that specific game has a lot of atmospheric elements for when I'm
  • 42:05
running around I just really enjoy and not just the visual elements but then the sound
  • 42:09
does kick in and sound to me is one of the things that really truly sells like a movie
  • 42:14
or a game.
  • 42:15
Oh yeah.
  • 42:16
Especially the music and such like that but like if the audio doesn't feel right then
  • 42:20
you know.
  • 42:21
Oh yeah absolutely I mean that was something that was big for me not just in gaming but
  • 42:26
like I find in many different forms of entertainment especially media, television, movies like
  • 42:31
that that the soundtrack the music that accompanies what's happening more often than not elicits
  • 42:39
stronger emotions from me than the visuals or the dialogue.
  • 42:42
My goal for Vero Audio is you should be able to find a nice little safe place to sit down
  • 42:47
and leave it on in the background as a nice ambient audio generator and you can go work
  • 42:52
on your thesis or whatever else you're working on or just nice little go to bed to it and
  • 42:57
I want you to like feel like you're always in there.
  • 42:59
That's what we do.
  • 43:00
10 hour loops of Vero.
  • 43:01
Yes remember we used to talk about that so much.
  • 43:02
We should totally throw up like a YouTube loop that people can just leave on.
  • 43:07
Oh that would be a great idea.
  • 43:09
That's one way to fall asleep.
  • 43:10
Yeah absolutely.
  • 43:11
So as we kind of you know look forward into 2023 what are some of the areas that you guys
  • 43:18
have on your excited list of things to tackle right?
  • 43:23
What's the biome you're looking most forward to?
  • 43:26
So the redwood forest is something that we're aiming to push into.
  • 43:29
Oh my god.
  • 43:30
We've already kind of started pushing into it slowly but you know just being surrounded
  • 43:35
by giant massive trees that just don't seem to be making any sense of why they exist.
  • 43:40
Like when you're walking through a redwood forest in real life like up in Northern California
  • 43:44
just it's awe inspiring and there's a lot of cool seasonal stuff that we can do with
  • 43:50
that.
  • 43:51
Yeah I was talking to design a little bit about group gameplay dynamics when we instituted
  • 43:57
the gathering tech and having specific assets that require multiple players in order to
  • 44:02
actually chop down a particular tree.
  • 44:04
Yeah I don't think you can really take down a redwood with a simple.
  • 44:07
That little tiny axe.
  • 44:09
Ah six swings we're good.
  • 44:11
We'll see how that plays out.
  • 44:12
That's going to be an interesting feature to actually make work because from the tech
  • 44:15
side of things I mean I guess we'll be talking more about that later on today but harvesting
  • 44:21
tech is going to play into that.
  • 44:22
Right and it's relevant of course to seasons because not just the ambience and the audio
  • 44:27
changes but the assets that are available and spawn those change as well and those have
  • 44:31
actual economic implications when it comes to the world economy.
  • 44:35
So yeah that's super cool.
  • 44:39
Talk to me a little bit about kind of how you blend the work between setting up these
  • 44:45
zones these biomes for the seasonal aspects and working with design to determine which
  • 44:50
assets spawn when, how it's affected potentially by time of day and a little bit about you
  • 44:58
know working with design on setting up these biomes filled with different types of gatherables
  • 45:04
essentially and how it's affected by season right?
  • 45:07
They have cycles essentially.
  • 45:09
There's going to be different types of plants, different types of foliage that you can harvest
  • 45:12
during certain times of the year.
  • 45:14
Brian I guess you're probably going to be plugging that tech into all the harvestable
  • 45:18
assets in the sense that you know you might get a certain plant in winter but you're not
  • 45:21
going to get it during the time where weather might affect that.
  • 45:24
And we saw a little bit about that not just with the assets but also with the creatures
  • 45:28
as well.
  • 45:29
Correct.
  • 45:30
Yeah and what went into making the creatures kind of change you know with the seasons?
  • 45:35
It actually is not as difficult as it sounds.
  • 45:37
Wait don't say that it's very difficult.
  • 45:40
Very complex we can't give away the secrets.
  • 45:43
It's probably hard for the guys at Epic to like put it on the engine but we just kind
  • 45:47
of know every material every object has access to wind, direction, speed, time of year,
  • 45:52
time of day.
  • 45:53
It's up to the artist to just kind of tap into these accessible variables and say make
  • 45:57
this color and the summer a different color in winter.
  • 46:02
It gets complicated when you start putting in more dynamics with like we want a storm
  • 46:06
in this area.
  • 46:07
Just so we move across the world and has gameplay implications and everyone all the clients
  • 46:12
know if they're in a storm or not and to that whole process of working with designers on
  • 46:17
how to like integrate what we can do what they want to do.
  • 46:22
I have to have like here's the ambitious goal what everyone's talking about but we've got
  • 46:26
a fallback just in case.
  • 46:28
I need like a fallback plan.
  • 46:30
Bill of achievability.
  • 46:32
Push the really ambitious thing that's gonna blow everyone's like, blow the socks off.
  • 46:37
And we usually hit the ambitious ones though.
  • 46:39
Yeah.
  • 46:40
Somehow some way it always works out.
  • 46:41
Yeah.
  • 46:42
Right.
  • 46:43
And then of course you have to think about kind of all of these things from an audio
  • 46:45
perspective where essentially you're layering on these different sounds and when does it
  • 46:50
become too much if I've got a storm coming I'm in combat with ten creatures I've got
  • 46:54
players around me with abilities and effects and I got dynamic music.
  • 46:58
A great code team and we're also using audio kinetics audio engine both those things with
  • 47:03
the code team and the audio engine will allow us to do some really cool dynamic mixing that
  • 47:08
we'll get to choose what needs to be in focus when you're in the storm you're gonna hear
  • 47:12
the storm but if combat's coming on and bigger things that need to be focused on those are
  • 47:15
gonna kind of come up while the storm will go down.
  • 47:17
So it's gonna be all kinds of fire toys like that.
  • 47:19
That's awesome.
  • 47:20
That is awesome.
  • 47:22
Well with that being said we are going to be moving over into our discussion about combat
  • 47:29
and I want to thank you guys for joining us and chatting a little bit about the seasons
  • 47:33
and what it takes to actually make this stuff exist in game.
  • 47:36
So awesome job guys and we will be seeing you in just a second.
  • 47:48
And we are back with a fun little discussion with some of our awesome developers who are
  • 47:55
involved in the development of our combat and classes and special effects all the fun
  • 48:00
stuff that makes an MMO an MMO.
  • 48:04
First thing I want to ask is for you guys each to introduce yourself.
  • 48:07
Start with you Jim.
  • 48:08
I'm Jim I am the lead effect art.
  • 48:10
Yes.
  • 48:11
Trad?
  • 48:12
Yep I'm Trad Thompson I'm a senior combat designer on the project.
  • 48:16
Awesome.
  • 48:17
I'm Keenan I'm a gameplay engineer mostly work on combat and movement.
  • 48:22
So we have shown some fun stuff this year and I think the audience of course would agree
  • 48:28
that the look at Ashes development since the start of 2022 has ramped up in a very fun
  • 48:36
and engaging way for the community to kind of take a look at how development works here.
  • 48:40
You guys all are involved in a process of course that is very near and dear to many
  • 48:44
players hearts which is the identity of their archetypes the abilities they have access
  • 48:49
to those classes how they interact from a role perspective with combat in general in
  • 48:53
the game.
  • 48:54
What are some of the inspirations what are some games that you guys have played in the
  • 48:58
past that kind of helped to influence decisions that we make on Ashes?
  • 49:03
You know that's a good question because if you're playing an MMO you're going to have
  • 49:07
to think of kind of the big players out there and I got thousands of hours in World of Warcraft
  • 49:13
and that will definitely influence how I shape kind of some of the iconic imagery the colors
  • 49:18
and shapes.
  • 49:19
I think really a lot of that motivation comes back to the feedback I get from the community
  • 49:24
and from the developers.
  • 49:25
Like Tread is always kind of saying hey man what about this shape or this size or I'm
  • 49:30
thinking about this mechanic.
  • 49:32
So I guess it's a circular.
  • 49:34
Absolutely I mean all of us have been experiencing MMOs I mean we're all MMO gamers that's part
  • 49:39
of the question that I ask in the final interview when you come on board and you're like what
  • 49:42
are your favorite MMOs?
  • 49:43
The real qualifying.
  • 49:44
Yes the qualifying question.
  • 49:45
Tread what are some MMOs or games in general that you draw inspiration from?
  • 49:50
There are so many I would have to narrow that down to.
  • 49:53
I'll pick an MMO since that's the most relevant but I'd say the most influential MMO on me
  • 49:59
on just you know as a gamer has been Dark Age of Pamela.
  • 50:02
I remember actually our interview when you asked me about like my MMO experience that
  • 50:07
was the one I chose to talk about.
  • 50:09
I loved Daok it was such a fun game.
  • 50:11
Yeah that was really the game I think that really well that and RuneScape if you qualify
  • 50:18
RuneScape as an MMO that one as well but like Dark Age was really where I think I realized
  • 50:23
the magic of an MMO and it really is what got me into like open world PvP and that's
  • 50:29
what really excites me about this project is bringing that kind of thing back you know
  • 50:33
just that really spontaneous gameplay that you run into out in the field and you just
  • 50:37
never know what to expect.
  • 50:38
Absolutely yeah what about you Keenan?
  • 50:41
For me I think it's probably WoW.
  • 50:45
Specifically the re-release of vanilla WoW classic WoW I thought that was a phenomenal
  • 50:52
experience I actually never played in vanilla so when I tried.
  • 50:55
Oh really?
  • 50:56
So that was your first time with classic WoW?
  • 50:57
That was my first time with classic and I feel like it brought back some of the old
  • 51:01
school adventure that a lot of us have been missing.
  • 51:04
Yeah the nostalgia.
  • 51:05
We've got a group playing right now.
  • 51:06
Oh yeah really?
  • 51:07
Hopefully we'll start back up again on Old War.
  • 51:10
Yeah that would be nice.
  • 51:12
So obviously you know as our audience has kind of seen throughout the year and they're
  • 51:16
you know kind of seeing now as we put little clips into this particular video you know
  • 51:20
we've shown off a little bit of the ranger we've shown off a little bit of basic weapon
  • 51:26
attacks and melee some of the fighter skills we've shown off the cleric most recently.
  • 51:31
Tell me a little bit about the process that goes into actually making these archetypes
  • 51:36
obviously the ability side is very important that needs to have support from engineering
  • 51:40
and the effects and stuff but what typically goes into and we have a lot of classes to
  • 51:44
make right and we're deep within the thralls of that process but what does it take?
  • 51:49
Yeah I could start on that so obviously a class has to or an archetype has to start
  • 51:54
on on paper right you know we don't you know a lot of the time we'll go into prototyping
  • 51:59
and start building out stuff and see what's fun but just about always we start on paper
  • 52:03
on a design document.
  • 52:05
And we're talking about specific abilities when we start out on paper right?
  • 52:10
First we actually go about establishing the class fantasy and the identity and the role
  • 52:14
within the party right because that really helps to inform what those abilities then
  • 52:20
are so that's usually the first step is you know what is this archetype what identifies
  • 52:25
it what is the role that it's trying to accomplish.
  • 52:28
Once that is done then we go into what you're suggesting there where you know we'll go and
  • 52:33
brainstorm a whole wide list of abilities and class mechanics and then once we've got
  • 52:39
all those you know a lot of them will get the chopping block and some of them will make
  • 52:43
it through some will get iterated and you know kind of redesigned reimagined and then
  • 52:48
after that stuff usually we go to you and we have a sort of review meeting and you know
  • 52:55
you'll pick ones that you like you'll pick ones you want to change.
  • 52:58
That's the second chopping block.
  • 52:59
The second chop yeah there you go we try and filter it on our end as much as Steven makes
  • 53:05
sure it gets done one way or another and then you know once that's done then we jump into
  • 53:11
the prototyping right.
  • 53:13
Then it starts down the pipeline process.
  • 53:15
Yeah yeah and rapid prototyping is a really important step of the design process for combat
  • 53:21
because we want to build and fail early or you know succeed early and we find the fun
  • 53:26
we find what's not fun and we can all do that within you know the tools that are very talented
  • 53:32
engineers provide us and we're always working to improve that stuff and the better tools
  • 53:36
we have the better the designers can do their job.
  • 53:39
And of course engineering kind of fields requests from a capability standpoint on what design
  • 53:45
can actually provide a particular ability to do right.
  • 53:49
Talk to me a little bit about you know how you field those requests how you incorporate
  • 53:53
that as part of the ability system all those things.
  • 53:56
Well we always do feasibility on any requests that we get but our designers are really good
  • 54:00
about that and we don't usually have too many issues there.
  • 54:04
Usually.
  • 54:05
I like to run wild sometimes.
  • 54:09
For me as an engineer though I think a lot of times the challenge is in you know they're
  • 54:14
they're trying to get the fantasy right and the question is like how do you make somebody
  • 54:20
who's playing a game feel like they are being delivered on that fantasy.
  • 54:25
So when design asks us for something we usually play it a lot ourselves as we're making it
  • 54:29
and we we search for that feeling and you know we're all gamers so we know what it feels
  • 54:33
like.
  • 54:34
Yeah we're looking for it as we build it.
  • 54:35
That's one of my favorite things is I'm walking past your desk going to my office sometimes
  • 54:39
you'll just be like hey Steven you got two minutes.
  • 54:41
Yeah.
  • 54:42
And then you put me at your desk at the keyboard and you're like how does this feel.
  • 54:45
Do you feel like a ranger.
  • 54:46
I know.
  • 54:47
Do you feel like a ranger.
  • 54:48
Does this sword slash feel good.
  • 54:50
Yeah.
  • 54:51
Yeah absolutely.
  • 54:52
And obviously you know you guys you and Adam have had a very instrumental hand as part
  • 54:56
of working with design and visual effects to kind of capture not just that role but
  • 55:00
that feeling as you described and sometimes that incorporates working with animators to
  • 55:05
get the right types of authored animations for like particular weapon attacks and or
  • 55:10
abilities and the timing on those things is pivotal in creating the right feeling right.
  • 55:16
There's so many technical components to it and as is often the case with engineering
  • 55:20
it's like eliciting that right human response out of the very mathematical thing is the
  • 55:26
challenging part.
  • 55:27
Yeah.
  • 55:28
And Jim obviously you know audio and visual effects they come in kind of near the end
  • 55:32
of that pipeline where you know design and engineering has provided the tools to design
  • 55:38
designs iterating with authored animations and then VFX comes in and says how can I make
  • 55:43
this look spectacular.
  • 55:44
I mean there's a tremendous amount of thought that's already been placed into this
  • 55:49
mechanic or designer ability or whatever.
  • 55:53
So on top of that we're thinking about how can we push the MMO space.
  • 55:57
We don't want to recreate the other games we want to make it our own game.
  • 56:00
Yes.
  • 56:01
I mean we want to push the effects to a level that you just don't see in the industry period
  • 56:05
but at the same time we don't want to create visual effects soon.
  • 56:08
So we're working on creating a visual language something that the gamers here are playing
  • 56:13
this are going to understand like hey that's like an arcane ability or that's like a tank
  • 56:18
mix with this you know summoner or whatever.
  • 56:20
So we have to figure out how to do all of this not make it too muddy but actually execute
  • 56:25
in a way that looks cool.
  • 56:26
So it's really really nice to have people like Trad and our engineer team to go back
  • 56:30
and forth and be like hey can we connect this beam here can I parameterize it and can we
  • 56:34
expose this to the UI guys so we can ramp it up or down to do stuff.
  • 56:38
Yeah and you hit on a really interesting point which is visual effects is obviously not just
  • 56:43
about creating things that are awesome but the language that communicates in the style
  • 56:47
guide of how these effects translate to particular classes from just a silhouette perspective
  • 56:52
shape language or visual fidelity and the hues and colors that are used to communicate
  • 56:57
at long distances like hey I know what I'm going up against especially if it's a PvP
  • 57:01
scenario or if you see your group kind of doing something their visual cues for you
  • 57:06
to respond appropriately and synergistically from a rotations perspective.
  • 57:10
And that's something I know early on you know we worked with each other kind of going through
  • 57:14
you and the VFX team across you know what those shapes languages should look like for
  • 57:18
particular types of abilities the colors that should be associated with particular types
  • 57:23
of archetypes the symbology and iconography that's used as part of those particular visual
  • 57:27
effects some of which obviously people saw in the last cleric demonstration but how has
  • 57:32
that been for you kind of defining those things and creating that style guide I mean it's
  • 57:36
a comprehensive list there's 64 classes right and how do you how do you steer make sure
  • 57:42
that it doesn't become that visual suit that so many people I mean I've played games where
  • 57:47
it does become visual suit yes and especially it starts to break down every tenth player
  • 57:53
you add into the mix or every tenth you know actor NPC or whatever right how do we accomplish
  • 57:59
that well I love that question so I mean I'm a gamer and I think that especially in MMOs
  • 58:05
when you get to that in-game content and you're in this huge raid where there's like 10 people
  • 58:09
or 100 people and all of a sudden it's like you can't find your mouse cursor you're like
  • 58:12
if you don't hotkey you're lost right so but to answer your question we're not instead
  • 58:18
what we're going to do is we're going to give that to the player so the player is going
  • 58:21
to be able to tune that experience so we are going to create a very smart parameterized
  • 58:28
subset of matrix particle systems that's a fancy way of saying that we're going to let
  • 58:33
you tune what it's like in single player versus maybe you and your buddy versus a five-person
  • 58:38
party or a giant raid not only that but let's make it where we can change the camera shake
  • 58:43
and the post process and a particle intensity and then do a global one that scales all of
  • 58:48
that and give that to the player because I mean really visual suit is a thing but there's
  • 58:52
a scale that's subjective kind of to the player on how much they want to see of those things
  • 58:57
happening in a particular area and this is something obviously you guys who've been following
  • 59:01
the project for a long time is what we've talked at since the very inception of Ashes
  • 59:06
is a desire to tackle that particular issue that many of us have experienced in other
  • 59:10
games of course.
  • 59:12
So talk to me a little bit about our 64 classes right in those roles those class fantasies
  • 59:19
you know where do we kind of live when incorporating and obviously we have an eight member party
  • 59:24
right and we have eight archetypes that are associated across our game and people know
  • 59:28
it's kind of a matrix of eight by eight in which creating these classes the augment system
  • 59:32
all that type of stuff people have just now been starting to peek under the hood of the
  • 59:36
creation of these archetypes and these classes what are you most excited to kind of tackle
  • 59:40
come 2023 I know that there's a lot of stuff in the works right now and building up towards
  • 59:45
Alpha 2.
  • 59:46
Of all 64 of them.
  • 59:48
Probably the Dreadnought because that's my default character.
  • 59:53
But actually like I don't know that there's any particular class yet I mean we haven't
  • 59:57
even shown everybody all the archetypes yet but I will say I'm pretty excited to see what
  • 1:00:03
the Summoner becomes we haven't shown anything on the Summoner and I'm not necessarily a
  • 1:00:08
pet class player myself but I feel like every Summoner type class that I've seen in games
  • 1:00:16
they usually fall a little bit flat in my opinion maybe that's why I don't play them
  • 1:00:19
right but I'd like to see something a little bit more dynamic with like you know summoning
  • 1:00:25
in real time in combat rather than oh I summon my pet right at the beginning of combat and
  • 1:00:30
then that's it's done it's out there doing its own thing.
  • 1:00:33
I think there's a lot left to be explored there and I'm pretty in fact we've already
  • 1:00:37
written up some stuff about it.
  • 1:00:39
Oh yeah absolutely and it's some stuff that we've shared a little bit with the community
  • 1:00:42
just a little bit but I think they're gonna be excited to see next year kind of some of
  • 1:00:47
the stuff that's gone into that.
  • 1:00:48
What about you Keenan what are you kind of excited about from either a technical challenge
  • 1:00:51
perspective when it comes to these ability systems or combat in general or class wise?
  • 1:00:58
I think if you're talking about what I'm most excited to work on I would say all of the
  • 1:01:02
bard classes.
  • 1:01:04
I think that the bard seems to have been largely forgotten by modern gaming so I'm excited
  • 1:01:10
to bring it back and show off some of the cool ideas that we have.
  • 1:01:13
Yes I think next year as well people are going to be excited to see how that class interacts
  • 1:01:17
from a support perspective for the party and how it kind of lives next to but doesn't encompass
  • 1:01:23
the same space as the healer which is what a lot of previous games I think that tried
  • 1:01:28
to bring in that bard perspective do they just throw it on top of the healers role and
  • 1:01:32
that can be a little bit boring.
  • 1:01:33
There's a lot more to support than health bar goes right.
  • 1:01:36
Health bar goes right.
  • 1:01:38
Whack.
  • 1:01:39
Whack a mole pole too.
  • 1:01:40
How about you Jim what about you on the visual effects side I know you guys got a lot of
  • 1:01:44
fun tech working with the tech art teams for supporting visual effects not just from a
  • 1:01:49
class perspective but also on the monster side NPC encounter side as well.
  • 1:01:54
Oh yeah we're going to have so much fun like monsters and boss fights are going to be unreal
  • 1:01:58
because we can just dial that up and really have fun with all the actual tech that's built
  • 1:02:02
in the engine the custom tech.
  • 1:02:04
I think from just like a real technical perspective I'm super excited about augments I want to
  • 1:02:10
do the augmentations and see how these different classes interact and how we can create like
  • 1:02:15
the difference between a cleric and a paladin for example but from just a selfish point
  • 1:02:21
of view all about the necromancer man.
  • 1:02:24
It's going to be incredible.
  • 1:02:27
It's going to be amazing.
  • 1:02:29
We showed off a little bit some of the augments I don't know if everyone picked up on them
  • 1:02:33
during some of the demonstrations there were a few abilities that had some of the augments
  • 1:02:38
associated with them but next year I think in preparation for Alpha 2 there's going to
  • 1:02:43
be a lot of that stuff that players are going to get access to and kind of see.
  • 1:02:47
You know something that's interesting to me is I think next month we're showcasing the
  • 1:02:51
tank archetype and we're going to be showing some of those abilities and within the next
  • 1:02:56
couple of months or I think it's the next two to three months we're also going to be
  • 1:03:11
talking a little bit about showcasing one of the big raid bosses the cyclops and I know
  • 1:03:16
that has a lot of visual effects that's going into that encounter as well as some unique
  • 1:03:21
mechanics that are associated with supporting some of that ability that the actual cyclops
  • 1:03:26
has available and I think people are going to be a little bit shocked by that because
  • 1:03:29
it's pretty cool.
  • 1:03:31
Well it's going to be epic.
  • 1:03:33
It's going to be insane.
  • 1:03:34
I mean you have this unique problem with big bosses in general.
  • 1:03:39
Now I'm going to leak a little more.
  • 1:03:41
Hopefully you guys don't have to edit this out.
  • 1:03:43
Oh yeah I'm ready.
  • 1:03:44
I'm scared.
  • 1:03:45
We have this monstrous creature just going across our terrain.
  • 1:03:48
It's not going to be your flat arena that you see in every MMO.
  • 1:03:52
It's going to have different heights, altitudes, obstacles to climb on and we got to solve
  • 1:03:56
for that.
  • 1:03:57
We don't want our effects just hanging in there.
  • 1:03:58
We want to mold to the terrain and do different stuff.
  • 1:04:01
So I think that's going to be something that I'm really excited about.
  • 1:04:04
It's really technical but it's also going to be something that people are really going
  • 1:04:07
to dig.
  • 1:04:08
They're going to enjoy it.
  • 1:04:09
For sure.
  • 1:04:10
I totally agree.
  • 1:04:11
Every little edge case we missed is going to be scaled up.
  • 1:04:13
20x.
  • 1:04:14
Oh yes and that's part of the greatness of kind of showcasing.
  • 1:04:17
It's how we figure it out.
  • 1:04:18
Yes exactly.
  • 1:04:19
As we get to encounter those problems as a course that we're bringing this to life and
  • 1:04:24
as we're addressing them we're showing the community as well.
  • 1:04:28
That's something that's super cool.
  • 1:04:29
Another thing you know obviously we're building a massively multiplayer game and a lot of
  • 1:04:34
our encounter design, a lot of the PvP scenarios that players are going to be subjected to,
  • 1:04:40
those are very dense populations.
  • 1:04:44
And when you're building out this concept of these ability systems, how much of that
  • 1:04:50
massively multiplayer component gets taken into account when creating, ideating so to
  • 1:04:55
speak these mechanics that are provided by engineering but also the class kits as a holistic
  • 1:05:00
view, you know, what abilities we're actually authoring.
  • 1:05:03
Do you take into that account or is this you know something that's really more focused
  • 1:05:08
around solo gameplay, group gameplay, or massive gameplay?
  • 1:05:11
We've got to think about all of it.
  • 1:05:13
From the ground up in that phase I was talking about earlier, like the ideation phase when
  • 1:05:18
we're brainstorming these abilities we always, always have to think about how does this scale
  • 1:05:23
up.
  • 1:05:24
A lot of games have the luxury of not having to do that.
  • 1:05:26
You know they can design a number of abilities without even having to necessarily consider
  • 1:05:33
the performance implications it would have in a networking environment.
  • 1:05:37
There's a lot of additional things as designers and engineers and artists that we've got to
  • 1:05:43
think about every time.
  • 1:05:44
So it kind of blows up the scale of, you know, it gives you, it can be a little bit mind
  • 1:05:49
paralysis sometimes when you think, but you know we get through it and we've gotten pretty
  • 1:05:54
good at it.
  • 1:05:55
From a performance as authoring kind of these visual effects, how useful has the migration
  • 1:06:01
of Unreal 5 been with the use of Niagara in its system?
  • 1:06:04
It's key.
  • 1:06:05
It's very critical.
  • 1:06:06
So every single effect that we author, we have to author for different scenarios.
  • 1:06:10
How far away it might be, we might call stuff, how close it's going to be, we're also going
  • 1:06:13
to call stuff.
  • 1:06:14
There's no point in having something that just blocks your entire view.
  • 1:06:18
So all this will happen like in real time dynamically.
  • 1:06:20
So we can scale down particle systems based on how many players are active or how your
  • 1:06:25
performance might be changing or anything really.
  • 1:06:28
Maybe it's Thanksgiving Day and we want to have less effects.
  • 1:06:31
We can do that.
  • 1:06:32
But it's super robust with the amount of control we have over every aspect of visual effects.
  • 1:06:38
And we'll be needing to do all of that to set all these things up because we don't want
  • 1:06:42
to have a situation where, oh yeah, our game is really great until we got into the open
  • 1:06:46
world PvP now stuff.
  • 1:06:47
So we're not going to make this, the effects should be there but it shouldn't be.
  • 1:06:52
That's all you see.
  • 1:06:53
Right, it's complimenting absolutely the mechanics and the gameplay 100%.
  • 1:06:57
Keenan, obviously on the engineering side, the gameplay engineering side, you of course
  • 1:07:01
have to field these requests for different types of mechanics that need to be authored.
  • 1:07:05
But when you think about performance related considerations for the ability systems, stats
  • 1:07:11
to kind of quickly update, all of this stuff interacting with the network, how has that
  • 1:07:16
been for you from a challenging standpoint?
  • 1:07:18
Yeah, with the scalability requirement cranked to 10, it pretty much makes every aspect of
  • 1:07:24
combat like three times harder than it would otherwise be.
  • 1:07:28
But ultimately, I think we've got a handle on it and we've been very intentional with
  • 1:07:33
our data and with our systems so that we can modulate how quickly they receive and send
  • 1:07:40
updates based on who cares the most.
  • 1:07:43
And so that's going to help us with scalability a lot.
  • 1:07:45
That's something that I think a lot of players kind of are noticing in Alpha 1 last year
  • 1:07:51
was just the sheer density that was achieved during some of the castle siege fights that
  • 1:07:56
we had where there were 300 plus players in a particular area.
  • 1:08:00
Not many people I think in today's age have experienced that and experienced in a way
  • 1:08:04
that was performant, right?
  • 1:08:07
And that was something that I think is wholly unique to this project and what we're trying
  • 1:08:11
to achieve and accomplish, not just from the combat's perspective and these class kits
  • 1:08:15
that we're creating, but how they harmonize with many players in a particular area.
  • 1:08:19
So you guys have been doing an awesome job on that.
  • 1:08:22
Well, thank you guys for joining us and talking a little bit about what it takes to make this
  • 1:08:26
magic come to life.
  • 1:08:28
I think I speak on behalf of the community.
  • 1:08:30
You guys are doing an awesome job and not just you, of course, the teams that work in
  • 1:08:33
association with you and that you're a part of.
  • 1:08:36
We're really appreciative of that.
  • 1:08:45
Welcome over to our conversation, a little bit about gathering and crafting.
  • 1:08:49
And earlier this year, of course, we showed some of the recent work that's been done towards
  • 1:08:54
gathering, particularly around trees and the bushes and mining.
  • 1:09:00
But I'm joined today by some of the developers who worked on those things.
  • 1:09:04
So a little introduction, Hal.
  • 1:09:07
I am Hal Anderson and I'm an environment artist.
  • 1:09:10
So that means I work on things like rocks, trees, kind of anything you just see in the
  • 1:09:14
environment.
  • 1:09:15
Everything that makes the world beautiful.
  • 1:09:18
We also have Alex.
  • 1:09:19
Hello, I'm Alex Codoli.
  • 1:09:21
I'm a senior gameplay engineer.
  • 1:09:23
I'm a generalist.
  • 1:09:24
I wear many hats.
  • 1:09:26
I work with animation, environment, many departments.
  • 1:09:29
All the things they say.
  • 1:09:31
Exactly.
  • 1:09:32
We have Corey.
  • 1:09:33
Hi, I'm Corey Rice.
  • 1:09:34
I'm a technical designer and I usually focus on artist and ship, do a little work with
  • 1:09:38
AI and also our design tools.
  • 1:09:40
Yeah, and a lot of economy stuff too as well.
  • 1:09:43
So obviously a lot of people saw the gathering demonstration that we showed where currently
  • 1:09:49
like harvesting trees and stuff we just talked about.
  • 1:09:52
What goes into kind of inspiring you guys around, you know, the experiences you've had
  • 1:09:58
in other MMOs or other games where you're out and you're gathering things and crafting?
  • 1:10:03
What are some of the favorite experiences you guys have had?
  • 1:10:06
I think for me personally, one of my favorite kind of like harvesting things that I really
  • 1:10:12
love in an MMO would be just all the little plants you find around in elder schools online.
  • 1:10:18
Yes, they're so good.
  • 1:10:20
Oh my gosh, there's so many of them too.
  • 1:10:23
I love just kind of scouring, you know, the environment kind of seeing what you can find.
  • 1:10:27
I think they have such good design too.
  • 1:10:28
You can always like visually really spot them.
  • 1:10:30
Like, oh, that's gonna go over there.
  • 1:10:32
Yeah, what about you, Alex?
  • 1:10:35
For me, probably realism.
  • 1:10:37
Yeah.
  • 1:10:38
Specifically, ArcheAge.
  • 1:10:39
I spent a lot of time scouring all the lands to find illegal farms, but like any trees.
  • 1:10:48
But the fun part of it is like after a while you go outside and be like, oh, I know what
  • 1:10:52
that tree is.
  • 1:10:53
Oh, I know what that tree is.
  • 1:10:54
A little bit of learning from the game.
  • 1:10:55
Yeah, exactly.
  • 1:10:56
I was like, oh, this is an Aspen tree.
  • 1:10:57
I know that.
  • 1:10:58
I do like that too, where there's a hint of realism kind of in what you're experiencing
  • 1:11:02
the game and how you can associate that with the real world.
  • 1:11:05
What about you, Cory?
  • 1:11:06
Yeah, totally.
  • 1:11:07
I really like the exploration part of it, searching around for things and like how it
  • 1:11:11
mentioned there being like things that catch your eye.
  • 1:11:13
And oftentimes you're like, oh, there's some gold.
  • 1:11:16
And then you find yourself at the bottom of the dungeon and you're like, oh, God, what
  • 1:11:19
am I doing here?
  • 1:11:20
Maybe make some friends.
  • 1:11:21
Wait a minute.
  • 1:11:22
That's not a friend.
  • 1:11:23
Exactly.
  • 1:11:24
This guy's trying to take my gold.
  • 1:11:25
And then we fight.
  • 1:11:26
And yeah, just get you into all sorts of different adventurous situations.
  • 1:11:30
It's such an important part, obviously, of MMO design, right?
  • 1:11:34
It brings kind of the environment that you're in, the world that you're in, and it makes
  • 1:11:37
it a bit tactile.
  • 1:11:38
It makes it something that you can leverage to further advance your character, your position,
  • 1:11:43
the wealth that you might have.
  • 1:11:45
And one of the things that I think was really interesting about our approach on these gatherables
  • 1:11:52
out in the real world was even simulating a bit more of that realism, not just from
  • 1:11:56
the type of thing you're gathering, but how that thing interacts with you in the world.
  • 1:12:00
And one of the things that sticks out is the design of these trees falling and the physics
  • 1:12:05
associated with them.
  • 1:12:06
And I know we talked a little bit about during the demonstration, but talk a little bit about
  • 1:12:10
what it took to get there from a tech feasibility perspective.
  • 1:12:13
Oh, it's a lot of work.
  • 1:12:15
I mean, it's a lot of cross departmental work.
  • 1:12:20
For example, we have to work, figure out how we want to simulate the physics, what kind
  • 1:12:25
of collisions we want to have to have on trees, as well as making sure that they simulate
  • 1:12:33
on every client as well so that it doesn't feel off-putting for one player to see it
  • 1:12:38
falling to the left, for another player falling to the right.
  • 1:12:40
Like, oh my God, this tree just hit me.
  • 1:12:42
No, it didn't.
  • 1:12:43
It hit that guy.
  • 1:12:44
Exactly.
  • 1:12:45
Yeah.
  • 1:12:46
So, but yeah, no, physics is, as I was saying before, it's a wild beast to tame.
  • 1:12:50
It's just a lot of tweaks.
  • 1:12:52
You have to have a lot of patience figuring out all the constraints, all the volumes.
  • 1:13:00
It's just hard work.
  • 1:13:01
And even from a performance perspective, right, we have thousands of foliage actors that might
  • 1:13:06
live within a particular area that's very small, maybe one and a half by one and a half
  • 1:13:10
kilometers zone, right?
  • 1:13:11
Yeah, exactly.
  • 1:13:13
And you want to make sure it's per request.
  • 1:13:15
So as you're chopping down, so it's not always there.
  • 1:13:19
Otherwise, our client FPS is probably going to be pretty bad.
  • 1:13:22
Right.
  • 1:13:23
So we do a neat trick when you are coming up to the tree, we swapped it to skeletal mesh
  • 1:13:29
and then you cut it down and then as it starts to fall, we start simulating physics.
  • 1:13:35
And as it falls down, we kind of like freeze it up in the end and then slowly like dissipates.
  • 1:13:40
Right.
  • 1:13:41
And Hal, tell me a little bit about what it takes to actually bring one of those assets
  • 1:13:45
with joints and a skeletal rig so that the impact on the tree can show the physics and
  • 1:13:51
the branches moving.
  • 1:13:52
What did that take from an environment perspective?
  • 1:13:54
Oh, yeah, absolutely.
  • 1:13:56
So I think definitely got a lot of help from animation, you know, we animated on our team
  • 1:14:02
kind of setting that set up.
  • 1:14:03
But I think from an environment perspective, our kind of most challenging thing was kind
  • 1:14:07
of setting up the skeletal rig so they can all kind of communicate efficiently and kind
  • 1:14:12
of finding a nice balance between so like, you know, one branch doesn't have all the
  • 1:14:16
weight, you know, it's able to kind of fall and be in a fluid kind of way.
  • 1:14:21
And you have to make different states as well, right?
  • 1:14:23
Because it's not just about being able to gather this particular thing in the world,
  • 1:14:29
but also at what stage is that thing?
  • 1:14:31
Is it an adolescent?
  • 1:14:32
Is it a young tree?
  • 1:14:34
What type of harvest can I get from it if I were to, let's say, gather it earlier in
  • 1:14:38
its lifespan, right?
  • 1:14:39
That has some design principles associated with those.
  • 1:14:42
Yeah, definitely.
  • 1:14:43
Like, we wanted it to look good when it falls down, but we also wanted the environment to
  • 1:14:46
look really good during different seasons and different stages of life of the thing
  • 1:14:50
that you're harvesting.
  • 1:14:51
So not only did they have to do that work one time making a tree look good, but we wanted
  • 1:14:56
it to work on all the variants.
  • 1:14:57
And we wanted it to work when it's a small little sapling or a mature tree.
  • 1:15:00
So yeah, just figuring all that out and all the different permutations of it was interesting.
  • 1:15:07
It's interesting.
  • 1:15:08
And also not only that, but when you think about kind of showcasing those different stages
  • 1:15:14
of life for a particular asset, that obviously creates an additional amount of work on the
  • 1:15:18
asset side, right?
  • 1:15:20
To create those particular stages of that meshes lifespan, right?
  • 1:15:24
Yes.
  • 1:15:25
Yeah, it does.
  • 1:15:26
Yeah, I think that kind of like in a forest, like one thing that was really important for
  • 1:15:32
the environment team was kind of showing not just one kind of monolithic tree, but having
  • 1:15:37
different kind of varieties.
  • 1:15:38
So you can see that it's just like a living forest that like grows and has different stages
  • 1:15:42
of life.
  • 1:15:43
And it definitely is a lot of work.
  • 1:15:46
Yeah, because now you're not just making the tree at the adult stage, you're making it
  • 1:15:50
at the sapling, you're making it at the other.
  • 1:15:52
And then talk to me a little bit about kind of how we achieve that scaling between these
  • 1:15:57
different stages.
  • 1:15:58
I think the first thing we wanted to achieve is to make sure that environment artists can
  • 1:16:03
place them at the painted stage so that it sets up the general environment and then creating
  • 1:16:11
multiple states that it iterates over efficiently.
  • 1:16:14
Once you can chop down like adult stage and goes, for example, to empty, it has to make
  • 1:16:19
sure it replicates to every other player and then it transitioned into a sapling stage,
  • 1:16:24
into young stage.
  • 1:16:26
And all the data needs to make sure it propagates to every client that sees it and make sure
  • 1:16:31
that also the bandwidth is not too large.
  • 1:16:34
Because we want to, you know, keep that network traffic a little cheaper.
  • 1:16:38
Exactly.
  • 1:16:39
We don't want you to run through the forest in like 400 megabytes.
  • 1:16:42
Oh my God.
  • 1:16:44
Exactly.
  • 1:16:45
Corey, obviously, you know, design has some significant intents when it comes to the variety
  • 1:16:50
of the types of gatherables you have access to.
  • 1:16:54
And as many of our players know, the professions that relate to these particular gatherables
  • 1:17:00
and what you can do with them are also expansive.
  • 1:17:03
How do you guys on design go about kind of architecting what that pyramid, so to speak,
  • 1:17:09
of gatherables are within the world?
  • 1:17:11
It is the base of the economy, right?
  • 1:17:13
So all the processing professions and crafting professions kind of start with what's gathered
  • 1:17:18
from the world.
  • 1:17:19
So we start by like determining what needs to be fulfilled.
  • 1:17:25
So players need armor and consumables and weapons.
  • 1:17:28
So each one of those things sort of like fits in their lane and we need to define what things
  • 1:17:33
should exist in the world so that we can make those, right?
  • 1:17:35
So that was kind of the first step.
  • 1:17:38
Yeah, absolutely.
  • 1:17:39
Now, obviously, it's interesting to see when you go up to a particular rock and you mine
  • 1:17:45
it and there's obviously some amount of time that it takes to gather that particular resource.
  • 1:17:53
What types of profession related progression can influence that time that's spent?
  • 1:17:59
But also, and we've talked a little bit about this in the past, there's an element of prospecting
  • 1:18:05
that occurs.
  • 1:18:07
Talk to me a little bit about that and how it interacts with the system.
  • 1:18:09
Yeah, so we definitely want progression, right?
  • 1:18:12
Like the more time you spend mining and the more effort you put into understanding how
  • 1:18:16
mining works in Ashes along with other gathering professions, we want you to get better at
  • 1:18:20
it.
  • 1:18:21
And there's different ways, right?
  • 1:18:22
You can get gear, you can progress in the profession and like you said, get faster and
  • 1:18:27
maybe find better stuff.
  • 1:18:29
And one of the ways to be able to find better stuff is through surveying.
  • 1:18:32
And surveying is a way of kind of scanning the area, narrowing down what you're looking
  • 1:18:36
for.
  • 1:18:37
You know, maybe there's one recipe for a golden sword that you're trying to fill for your
  • 1:18:41
friend and he wants it to be of a certain level and certain power.
  • 1:18:45
And so you need this specific gold ore.
  • 1:18:48
So you're not looking around for any gold.
  • 1:18:50
You want the specific gold.
  • 1:18:51
So we want to give players the tools to be able to kind of find what they're looking
  • 1:18:55
for.
  • 1:18:56
And that'll be another thing that they can get better at and work with others to increase
  • 1:19:00
their productivity.
  • 1:19:01
Absolutely.
  • 1:19:02
And with having such an expansive list of gatherables that are available, help walk
  • 1:19:07
us through a little bit of what that pipeline looks like.
  • 1:19:09
I mean, what does it take to actually make a specific type of tree or a specific plant?
  • 1:19:14
How does that process begin?
  • 1:19:16
Tell us a little bit about that.
  • 1:19:17
I think kind of the first step in any type of kind of asset creation like that would
  • 1:19:21
be kind of gathering like a reference board, kind of finding out what sort of like real-life
  • 1:19:26
things we want to draw off of to make sure that's just kind of grounded.
  • 1:19:30
And then also kind of deciding sort of what kind of like a mood we want to elicit, you
  • 1:19:33
know, like, is it going to be a spooky tree?
  • 1:19:35
Is it going to be more like, oh, it's going to be magical, you know, you feel like, oh,
  • 1:19:41
and kind of establishing that so we kind of know what to go into the process.
  • 1:19:44
The identity of the asset.
  • 1:19:45
Exactly.
  • 1:19:46
Yeah.
  • 1:19:47
Yeah.
  • 1:19:48
Get that like, get that mood.
  • 1:19:49
Right.
  • 1:19:50
And yeah, after that is kind of established, we would go into a program called SpeedTree
  • 1:19:55
in the movie, which kind of allows us artists to set up kind of these like almost little
  • 1:20:00
logic systems, you know, like, oh, we want trees with like branches that are approximately
  • 1:20:04
the size, you know, and kind of randomize that.
  • 1:20:07
So it has that kind of organic element that just, you know, kind of the human brain can't
  • 1:20:11
quite, can't quite do as well.
  • 1:20:13
But yeah, so after we have that and we have all our geo done, we would then, important
  • 1:20:18
to Unreal, where we would set up all of our like wind data and all of our seasonal technology.
  • 1:20:22
Yeah.
  • 1:20:23
And there's a lot that goes into that, right?
  • 1:20:25
Because when we talked about this in an earlier segment about seasons and how that impacts
  • 1:20:30
kind of all the assets that are within the world, because they all have to not just have
  • 1:20:33
stages of growth when they've been gathered, but they also need to reflect the season as
  • 1:20:39
well.
  • 1:20:40
So that tree might lose leaves, right?
  • 1:20:42
Or that plant might not even be available within a particular season.
  • 1:20:46
And that's something that ties into on the engineering side, which is something you have
  • 1:20:51
to take into account on the spawners, right?
  • 1:20:54
And how you're kind of bringing that up.
  • 1:20:55
How does that work?
  • 1:20:56
Well, we just need to hook, we basically hook into the seasonal tech and we query our service
  • 1:21:03
to figure out, okay, is this a winter, is this spring, is this, you know, summer?
  • 1:21:08
And when the tree transitions to state to another, we check, okay, oh, is this supposed
  • 1:21:13
to happen during winter?
  • 1:21:14
Is this supposed to happen during spring?
  • 1:21:16
What kind of yield it's supposed to maybe give, right?
  • 1:21:18
And that manager doesn't just take into account necessarily all that information as well,
  • 1:21:23
but it also takes into account another system that we've talked a little bit about, which
  • 1:21:27
is land management.
  • 1:21:28
And that can also affect kind of spawn rate, frequency, density within a particular area,
  • 1:21:35
length and longevity of time to promote to different stages.
  • 1:21:38
Tell me a little bit about your expectations for land management as it affects things like
  • 1:21:43
gathering and crafting as a whole.
  • 1:21:45
Yeah, my expectations are that it creates cool entry points for content.
  • 1:21:50
You know, players have different expectations of the things that they want to achieve for
  • 1:21:54
themselves and they extend that out to groups like their guilds or their node and whatever,
  • 1:21:59
right?
  • 1:22:00
So, you know, you might not want to chop down every single tree outside of your node because
  • 1:22:04
you like using those trees for harvesting the fruit, right?
  • 1:22:07
And if another group of players wants to cut them down because they want wood before a
  • 1:22:11
siege, right, like those are conflicts that players will need to work out and interact
  • 1:22:16
with each other to solve, right?
  • 1:22:17
And then we can hook up into content that we create ourselves, not necessarily player
  • 1:22:22
to player where maybe you cut down all the trees and you piss off a tree ant.
  • 1:22:25
It's a predicate, right?
  • 1:22:27
Exactly.
  • 1:22:28
So, that's why we think that land management is so interesting because it gives us a way
  • 1:22:31
to hook into all these different content points and do cool stuff.
  • 1:22:35
So much in the world of Vera is built around this idea of players committed action and
  • 1:22:42
the action has a response from the system or from other players potentially, right?
  • 1:22:46
And as we're talking about how land management is just another value that can represent some
  • 1:22:52
predicate system in that event or in allowing a policy, perhaps you're a more industrious
  • 1:22:57
node if you constantly keep the land management at a low value, right?
  • 1:23:02
All of those things are just giving the tools that we get to implement around either from
  • 1:23:06
a narrative perspective or from a systemic one.
  • 1:23:09
And that I think creates a very dynamic atmosphere that not a lot of players are accustomed to
  • 1:23:14
in the games that we play which offer things like gathering.
  • 1:23:17
You know, typically it's a very kind of binary system.
  • 1:23:21
I do a thing, I get a thing.
  • 1:23:23
But here I do a thing and there's a whole host of stuff that can happen as a response.
  • 1:23:27
Exactly.
  • 1:23:28
And the non-binary part of it is very important because it's not always this action equals
  • 1:23:34
bad, right?
  • 1:23:35
It is a whole slew of options of things that can happen.
  • 1:23:39
So even if you think that cutting down all of the trees is going to piss off the tree
  • 1:23:44
ant, there might be a whole slew of positive things that happen after you defeat the tree
  • 1:23:48
ant or when the tree ant spawns and becomes someone that you can interact with in the
  • 1:23:54
world.
  • 1:23:55
It's not always black and white whether an action is good or bad which I think is very
  • 1:23:59
interesting.
  • 1:24:00
It is very interesting.
  • 1:24:01
And for example, that tree ant many years ago, I think circa 2018, we showed a big tree
  • 1:24:09
ant model that Keith worked on.
  • 1:24:11
You remember that guy?
  • 1:24:12
Yeah.
  • 1:24:13
I don't know.
  • 1:24:14
Maybe we'll see him if people chop down a little too many trees.
  • 1:24:17
That might be interesting.
  • 1:24:19
So obviously you're all MMO gamers.
  • 1:24:20
We've been talking with a lot of MMO gamers here at the studio.
  • 1:24:22
Many of us are MMO gamers.
  • 1:24:25
What is the profession you're looking most forward to?
  • 1:24:28
Ooh.
  • 1:24:29
Go ahead.
  • 1:24:30
Oh yeah.
  • 1:24:31
What type of thing do you like to do from a crafting artisan perspective?
  • 1:24:38
I think my personal favorite would be kind of anything in line with the harvesting gathering
  • 1:24:45
potions.
  • 1:24:46
Oh, alchemist.
  • 1:24:47
Okay.
  • 1:24:48
Very nice.
  • 1:24:49
You like getting the perfect ingredients to make some type of potion that's going to
  • 1:24:53
come in handy during some engagement.
  • 1:24:55
That's awesome.
  • 1:24:56
I also love alchemy by the way.
  • 1:24:59
Don't tell anybody that.
  • 1:25:02
What about you Alec?
  • 1:25:03
For me probably would be whichever corner is the market.
  • 1:25:06
Oh, there you go.
  • 1:25:07
Opportunist.
  • 1:25:08
You're an economist.
  • 1:25:09
I'm an opportunist.
  • 1:25:10
There you go.
  • 1:25:11
So whatever is most worthwhile.
  • 1:25:12
Exactly.
  • 1:25:13
Because especially with our node system, a lot of nodes are going to need a lot of materials,
  • 1:25:17
resources.
  • 1:25:18
We're going to have to, yeah.
  • 1:25:19
It's just, you know.
  • 1:25:21
And that actually brings up a really good point because the way that the environment
  • 1:25:27
is constructed, a lot of these gatherables and ergo the craftable components of those
  • 1:25:34
gatherables are determined by location.
  • 1:25:38
And so you're not just creating one giant economy, you're also creating local economies
  • 1:25:44
as well which relate to the transition of those goods across the world, which can make
  • 1:25:48
it more opportunistic with some danger or risk involved.
  • 1:25:51
Yeah, that's super interesting.
  • 1:25:52
I like that.
  • 1:25:53
I'm kind of there too.
  • 1:25:54
What about you Cory?
  • 1:25:55
For me, it would be really hard to choose just one.
  • 1:25:58
I love fishing.
  • 1:25:59
I'll try fishing in every game no matter what.
  • 1:26:02
I really like crafting of equipment, whether that's like armor or weapons.
  • 1:26:06
There's something special to me about like outfitting yourself or another person for
  • 1:26:10
like an adventure that they're going on.
  • 1:26:13
You have that interaction of like, what do you need?
  • 1:26:14
Yeah, I could make that for you.
  • 1:26:16
There's initial investment and they take that thing with them and they may trade it and
  • 1:26:20
sell it and that item specifically has a story, right?
  • 1:26:23
It's not the same as consumables where you're like, blah, blah, blah, blah.
  • 1:26:27
You use like a hundred of them a day.
  • 1:26:29
And then engineering is really interesting to me.
  • 1:26:31
I like little gadgets.
  • 1:26:32
Those usually end up being the things that like break some of the rules and you get to
  • 1:26:36
do special funny things.
  • 1:26:37
So engineering is always like very, very interesting to me.
  • 1:26:42
Very interesting.
  • 1:26:43
And it actually brings up something else that I was just thinking about, which is essentially
  • 1:26:49
that you're working on something with engineering regarding kind of a gameplay layer around
  • 1:26:57
crafting itself, right?
  • 1:26:59
Talk to me a little bit about what that is.
  • 1:27:01
So yeah, we're trying to put together kind of a more haptic or rooted in the world.
  • 1:27:06
I guess the right word is like a diegetic experience for making weapons.
  • 1:27:11
You know, oftentimes in other games or other MMOs I've played, there's a lot on the front
  • 1:27:17
end of like you get stuff and you have the stuff and then you push a button and the item
  • 1:27:22
comes out.
  • 1:27:23
The execution is just a button.
  • 1:27:24
Yeah.
  • 1:27:25
And all of the, there is like skill and some gameplay to that portion, right?
  • 1:27:31
And I think that that will also be great in Ashes where, you know, you have to acquire
  • 1:27:34
all the things and there's risk and there's trade.
  • 1:27:36
But I also think that it's interesting to have skill involved in the actual crafting.
  • 1:27:42
So what we're trying to put together is a way to make weapons where it feels like you're
  • 1:27:47
actually making the thing and how you do in making the weapon results in what the stats
  • 1:27:53
of the weapon are going to be.
  • 1:27:55
So that's what we're working on.
  • 1:27:57
And that's something that I think players are going to have an opportunity next year
  • 1:28:01
to kind of take a look at.
  • 1:28:02
And we're going to have an opportunity to collect good feedback from you around whether
  • 1:28:06
or not you like that element of gameplay layer associated with the crafting profession, right?
  • 1:28:13
I think that's going to be super cool.
  • 1:28:14
Well, guys, I want to thank you for having this conversation with me and our audience,
  • 1:28:19
of course.
  • 1:28:20
They're very grateful for your contributions to making Ashes of Creation a reality.
  • 1:28:24
And you guys are doing a phenomenal job.
  • 1:28:26
So thank you very well done.
  • 1:28:27
We are going to be moving on next to a little video that showcases this last year with our
  • 1:28:34
studio and the project.
  • 1:28:38
You know, building games is difficult.
  • 1:28:43
That being said, we built an amazing team at Intrepid and it feels very much like a
  • 1:28:48
family.
  • 1:28:49
So getting up each day and going to into the office and working with, you know, the colleagues
  • 1:28:56
at Intrepid is a delight.
  • 1:29:24
What a year it has been.
  • 1:29:27
The team has been hard at work.
  • 1:29:29
You've seen the progress of Ashes of Creation over the last four or five years, and you've
  • 1:29:34
seen where we've come from in that time to our Alpha One presentation, and you can see
  • 1:29:39
how things develop.
  • 1:29:43
Super excited with the character creator.
  • 1:29:45
And I have very rarely ever encountered a character creator, even at this state, that
  • 1:29:51
is as capable as what our team has been able to develop.
  • 1:29:57
Every day that passes and I'm watching the tech continue to get refined and the environments
  • 1:30:04
continue to get these passes.
  • 1:30:06
And I'm just talking to the team and like, so good.
  • 1:30:13
The new world map in all its 1200 square kilometer glory.
  • 1:30:33
I love what the new skybox is doing.
  • 1:30:36
I mean, it's just visually great.
  • 1:30:45
I am so happy to see the excitement from the MMORPG community at large.
  • 1:30:51
Like that looks crazy good.
  • 1:30:56
That is just oh my god.
  • 1:30:58
Like whenever people are talking about how they want fantasy games, this is what they're
  • 1:31:03
thinking.
  • 1:31:05
It grows into a horse.
  • 1:31:06
I didn't know that.
  • 1:31:09
This game looks amazing.
  • 1:31:16
Way too good.
  • 1:31:17
Ashes of creation.
  • 1:31:18
It will be the most ambitious fantasy MMORPG ever attempted.
  • 1:31:23
No, no.
  • 1:31:24
It looks good.
  • 1:31:25
It does look good.
  • 1:31:26
Grab yourself a...
  • 1:31:27
The team behind Ashes of Creation are some of the most talented developers.
  • 1:31:42
What we're building in Ashes of Creation is the ultimate desire of a true MMORPG Ashes
  • 1:32:05
team.
  • 1:32:12
Thank you everyone so much for joining us.
  • 1:32:14
That's going to be a wrap for us for our December livestream update.
  • 1:32:17
We hope that you enjoyed it and loved getting to know our developers.
  • 1:32:20
That was so much fun chatting with everyone.
  • 1:32:23
They're so sweet.
  • 1:32:24
Everyone's amazing and you can just see the vibe is just so...
  • 1:32:27
Everyone's just passionate and loves what they do and that's kind of like the best part
  • 1:32:30
of the game.
  • 1:32:31
Super talented.
  • 1:32:32
I know.
  • 1:32:33
Just a great team.
  • 1:32:34
Absolutely.
  • 1:32:35
Of course, if you have feedback for us, head on over to our forums, forums.ashesofcreation.com.
  • 1:32:39
We love hearing from you guys.
  • 1:32:40
We interact with you always.
  • 1:32:42
We're sending reports to our developers so they can continue to make sure that we're
  • 1:32:45
on the same page as we move forward in creating the world of Verra.
  • 1:32:48
Those reports are super important.
  • 1:32:51
Really they are.
  • 1:32:52
The community does such a great job of picking out all the tidbits of information from the
  • 1:32:56
players on the forums, on Twitter, on Reddit, everywhere.
  • 1:32:59
They read everything.
  • 1:33:00
They compile it in a huge report and there's an hour that we kind of sit down with the
  • 1:33:04
developments of particular features and or systems and kind of hear from the community
  • 1:33:10
team all the thoughts that you guys give about these particular subjects.
  • 1:33:13
So it's very important.
  • 1:33:14
Make sure you guys go and give commentary on stuff.
  • 1:33:17
And most often the thing is, wow, that's already stuff we're already planning and we're already
  • 1:33:20
thinking of.
  • 1:33:21
So I think that's the validation that we're all on the same page.
  • 1:33:24
So thank you so much for joining us.
  • 1:33:26
And of course you can follow us in all places at Ashes of Creation.
  • 1:33:29
We are constantly posting and giving you guys updates on a daily basis and interacting with
  • 1:33:33
you and we love all your fan art.
  • 1:33:35
So please keep sending them back to us.
  • 1:33:38
So good.
  • 1:33:39
2022 isn't just the last year.
  • 1:33:42
It's gonna say like it's really cool to just look back at what we accomplished this year
  • 1:33:46
in 2022 as a team.
  • 1:33:47
The growth of the studio has been huge, but it's not done yet.
  • 1:33:50
We're still going.
  • 1:33:51
We're going strong into 2023.
  • 1:33:53
So keep that in mind.
  • 1:33:54
You guys check out our page and come join our family and direct others, people out there,
  • 1:34:00
your favorite developers, stuff that you've seen.
  • 1:34:03
Make sure to go out on Twitter and share the careers opportunities that that interrupted
  • 1:34:07
because 20-23 is going to be a huge year.
  • 1:34:09
Oh my gosh.
  • 1:34:10
Yeah.
  • 1:34:11
I have done a big thing for Steven to put together a whole like spreadsheet.
  • 1:34:13
We need to have all the albums all forward.
  • 1:34:15
So we've got a lot to come.
  • 1:34:17
It looks super good.
  • 1:34:18
And guys, you haven't seen anything yet.
  • 1:34:21
2023 is going to be an unbelievable year for the studio, for the project.
  • 1:34:25
We have so much to show you.
  • 1:34:26
I know Margaret is just chomping at the bits to get in there and get all this stuff and
  • 1:34:31
share with you guys.
  • 1:34:33
And you know, honestly, I just want to comment on the fact that this development that we
  • 1:34:37
have, this rapport that we've built with you guys as a community and the safety we feel
  • 1:34:42
in sharing works in progress with you, sharing the development along its lifespan of development
  • 1:34:48
with each of you out there is very important and near and dear to our hearts.
  • 1:34:52
So keep tuning in in 2023.
  • 1:34:55
Keep commenting.
  • 1:34:56
Give us your feedback.
  • 1:34:57
Give us your thoughts.
  • 1:34:58
Give us the experiences that you guys have had in the past because it makes the potential
  • 1:35:02
for Ashes of Creation to be such that much more of a great game when you guys are participating
  • 1:35:07
in it.
  • 1:35:08
And that's why we do these things.
  • 1:35:09
That's why we invite you in.
  • 1:35:10
We show you what we're working on on a monthly basis because we want you guys to give us
  • 1:35:14
your feedback.
  • 1:35:16
And so we cannot thank you all enough for being a part of that in 2022.
  • 1:35:20
And 2023 is going to be an awesome year and we will see you in January next month.
  • 1:35:26
Bye guys.