Zum Player springenZum Hauptinhalt springen
  • vor 1 Tag
Das dritte Entwicklertagebuch zu Subnautica 2 gewährt euch einen tiefen Einblick in die Entstehung einem der atemberaubenden neuen Leviathane.

Diese riesigen Unterwassertitanen gehören zu den furchterregendsten Kreaturen, die ihr in der Unterwasserwelt des neuen Survivalspiels treffen könnt. Im Video zeigen euch Visual Development Lead Cory Strader, Lead Character Artist Marcelo Figueredo und Principal Animator Colin Knueppel, wie der sogenannte Collector von der allerersten Konzeptzeichnung über das Charaktermodell und die Animation bis hin zur Implementierung im Spiel entstand.

Preview: Was Subnautica 2 anders macht und wieso das nebensächlich geworden ist

Subnautica 2 soll noch 2026 erscheinen - trotz eines großen Skandals und gegenseitiger Anschuldigungen seitens Entwickler und Publisher.
Transkript
00:00Hey, I'm Cory Strader, I was Art Director on Subnautica 1 and Below Zero, and on Subnautica 2 I'm the Visual Development Lead.
00:22We know fans have been looking forward to learning more about the creatures in Subnautica 2,
00:26so in this dev video we want to take you through the process of how we create a creature from the very beginning
00:31all the way through the various stages of development.
00:34We're going to show you how we created the Collector Leviathan, starting at the beginning with the concept art.
00:43The visual design for this Leviathan started with multiple rounds of quick, low-detail thumbnail sketches.
00:48Here we're focused on exploring a wide range of shapes and silhouettes.
00:51It was important to find a look that both aligned with the design brief and was distinct from the Leviathans in our previous Subnautica games.
00:59Out of all these designs, this Cthulhu-inspired beast resonated with the team.
01:03Those four tentacles, the grab, crush, swat, and terrify players.
01:07The next pass, though still rough, reworked the head and body and added some color and patterning.
01:12We wanted to move it further from the giant squid look and add an element of surprise to the design,
01:16so we explored having the body split open to reveal a glowing internal structure.
01:21Further refinements and iterations on various elements followed.
01:25Explorations of different looks for the internal structure, mouth anatomy, head patterning, and deadly tentacle tips.
01:31Eventually, we ended up with this final concept of the Leviathan in all of its nightmarish glory.
01:37As a final note, the concepting doesn't always stop once a creature has entered production.
01:41At multiple points after the first pass on the model had been done, and we'd had a chance to see it in game,
01:46we did paint overs to improve the head patterns and reworked the mouth design.
01:50Hope you enjoyed this look at how we concepted the Collector Leviathan.
02:00Hi, my name is Marcelo, and I'm the lead character artist on Subnautica 2.
02:05And today, I'm going to give you guys a quick glance behind the curtain on the process of modeling the Collector Leviathan.
02:11As with pretty much all creatures that we make, it starts out as a single sphere,
02:16that I then start modeling its shape.
02:18This process is very similar to traditional clay sculpting.
02:22At this point, I'm focusing on getting the main forms and proportions of a creature down,
02:26so that I have everything where I need it without worrying about detail.
02:31This is by far the most important part of the whole process,
02:34where I establish a strong base that I can put upon.
02:37After that's done, I start building the model's structure,
02:41and this is where I can have some fun making it look and feel believable.
02:46As this guy is very large, it takes a lot of detail to make sure that it holds up in quality up close.
02:52And that means many, many hours of drawing little wrinkles and pores,
02:55so that in the end it looks just right.
03:02And after many hours of work,
03:04here's the final sculpt.
03:05After you get the sculpt done,
03:10we go through a lot of technical processes and iterations that I won't bore you with,
03:14until we get to the final resulting engine that we can play with,
03:17and that you can see now.
03:18Thank you for watching,
03:23and I can't wait for you guys to see this in-game.
03:30Hey everybody, my name is Colin Knipple,
03:32I'm the principal animator on Subnautica 2,
03:34I've been with the studio since Natural Selection 2,
03:36and I was lead animator on the past two Subnautica projects.
03:39We animators that own worlds like to wear a lot of hats in our department,
03:42so I'll be showing you some of the rigging work I did on the Collector Leviathan.
03:45Something different we did for Subnautica 2 is that we're using Blender.
03:49Blender is an open source project,
03:50meaning all of you can go and download to use this tool for free right now.
03:54Blender was a tool we investigated way back to the start of Subnautica,
03:57but it really hit its strides around the time of below zero,
03:59and it felt production ready when we began this project.
04:02I've enjoyed using the rapidly developing software,
04:05and I'm pleased to know our fans can get inspired by using the same software the Subnautica devs use.
04:10Another new aspect of Subnautica is our use of Unreal and our adoption of Unreal Control Rigging.
04:15The workflow has some cool innovations new to rigging systems.
04:18With this new tool, we can bring previously impossible rigging techniques into our game.
04:22I love learning new systems and seeing what I can get out of them,
04:25so this has been a lot of fun for me.
04:28What Control Rigs have allowed us to do is build our cinematics within our game world.
04:32With this, we can build nuance and exciting cinematics faster than we could have dreamed with our previous tools.
04:38These new tools will allow us to push cinematics and creature interactions to a new level of immersion.
04:42The Collector Leviathan has been a labor of love for a while now.
04:46I think we have a great team on it,
04:48and I hope you all enjoy this new terror when Subnautica 2 comes to Early Access.
04:52Thanks for watching!
04:53Hello, my name is Stefan Sorensen, and I am the Senior Tentacle Animator on Subnautica 2.
05:03And in this video, we're going to discuss the tentacle animation tech that I worked on for the Collector Leviathan.
05:12So, to start off, for its general movement, the tentacles operate within Unreal's physics system.
05:20I set up how the tentacles react and simulate within the world
05:24with an aim to give a sense of weight and flow within water
05:31and making them feel more grounded and realistic within the world.
05:37Now, one of the challenges was to have the player or vehicle interact with the tentacles while they were simulating.
05:48So, additional animation technologies were leveraged, such as physical animation and control rig.
05:55This allowed that to take place.
05:57Finally, a custom-built synchronization system for animation
06:02for the complex interactions when the tentacle grabs the player or vehicle.
06:09When all the systems are working together,
06:12this provides a fairly cool visual experience for the Collector Leviathan when it grabs the player.
06:20Hi everyone, I'm Luis, designer on Subnautica 2, currently focusing my work on Leviathans in the game.
06:31Here, I will walk you through some of the process for developing one of our main Leviathans, the Collector.
06:36The first step is a design document where ideas are outlined for achieving the desired challenge level and emotional tone.
06:43Here, I detail the sequence for when the Collector has grabbed the player
06:47and is about to swallow them whole, using storyboards and references to complement the detailed brief.
06:53Because of my past experience as an animator,
06:55I was also able to jump in and help out with some of the animations on the creatures as well, including this one.
07:01This sequence was done directly in Unreal, using its native animation tools.
07:06After putting in the main poses and deciding on the overall beats,
07:09I can start refining my animation curves, which track the position, rotation, and scale of every part of the rig.
07:16After days of fine-tuning, incorporating feedback, and the occasional raging of my screen,
07:22I handed off the finished file to be incorporated into the game.
07:26Of course, animation is only part of it.
07:29Visual effects, sound effects, simulations,
07:31these are all layered by other team members to enhance the moment.
07:34On the implementation side, we use lots of built-in Unreal tools, such as the behavior tree.
07:41However, our engineers also provide custom-made tools based on design needs,
07:45providing extensive control over every element of the behavior.
07:49From general conditions under which the creature appears,
07:53to its speed and weight,
07:54to its moment-to-moment decision-making,
07:57based on the environment as well as the player's actions,
08:00every aspect is accounted for.
08:02As you can see here, it's spotted the player from afar,
08:06and now that it's close enough,
08:08well, dinner time.
08:10It's always so satisfying to see all the elements come together
08:14after a month of hard work alongside talented colleagues.
08:17And the Viathans make this extra special.
08:19I really can't wait for everyone to experience the end result.
08:25Hi, I'm Lauren Lador.
08:27I'm a VFX artist on Sumnotica Tube.
08:29Here, you can see me prototyping the Leviathan's mood feature,
08:33using shaders in Unreal Engine 5.
08:35The FX has to translate the gameplay into visual cues for the player,
08:39but also, it needs to sell the idea that this is an alien creature,
08:43not just a gameplay element.
08:44Let's take a look at its exhaust vents.
08:47Different layers of a particle system create this effect.
08:50We ask questions like,
08:52is this emitting energy?
08:53Does it need more bubbles?
08:54We start from a simple base,
08:56and then we continue to iterate
08:58until the final product you will get to see in the game.
09:01Hi, I am Antonio, AI gameplay lead in Sumnotica 2.
09:11Today, I want to show you how we create creature behaviors.
09:15We use what we call classic AI.
09:19Here, you can see Unreal Engine behavior trees.
09:22In this demo, I want to distract the Leviathan with flares.
09:27To achieve that, I will be using our stimulus system.
09:30As you can see, it's pretty easy to add nodes, conditions,
09:35and connect them like a flowchart.
09:37Once the game is running,
09:39the creature will follow this blueprint to decide what to do.
09:42And there it goes.
09:46The Leviathan is now chasing the flares instead of me.
09:49Pretty cool.
09:50Our main goal with creatures was to make them feel reactive.
09:54We have improved the hero trees to use dual utility reasoning,
09:58so the creature is constantly re-evaluating the situation in real time.
10:04Of course, it is difficult to process all this information.
10:08We have developed powerful debugging tools
10:11so designers can actually see what's happening.
10:14Can't wait for you to discover all the cool behaviors we have created.
Schreibe den ersten Kommentar
Kommentar hinzufügen

Empfohlen