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  • 19 ore fa
Gli sviluppatori commentano il primo trailer gameplay del gioco.
Saros esce il 20 marzo 2026, solo su PS5.
Trascrizione
00:00Hi, I'm Martin Kontel, I'm the tech art director at Housemarque.
00:04I'm Simone Silvestri, I'm the art director at Housemarque.
00:07My name is Abibi Teneri, I'm a lead game designer here at Housemarque and I'm working on The Enemies.
00:13My name is Sharman Jagatisan and I'm one of the graphics programmers.
00:18Can you just hit play and let's watch it together?
00:23Every time the sun dies, time stretches and tears.
00:30So I'm actually really really happy of how the architecture turned out.
00:35I really wanted to dig deep into how do we give a sense of alien architecture and what
00:41can we do with it.
00:42There are a lot of curved shapes which really help with that organic feeling to it.
00:48So I went into this mix of neoclassical versus Italian futurism which are oxymorons, they're
00:55completely opposite of each other but what we have now in the trailer really really makes
00:59me happy.
01:03This is the first people have seen of the combat in Soros and we wanted to just give them a
01:07taste of the basic bullet pattern, right?
01:10To tell everyone that yes bullets are back but also they've been leveled up, right?
01:14In this game we wanted to take destruction to the next level.
01:18Here we have a full-blown rigid body simulation particle based that fits our VFX pipeline really
01:24well.
01:25And every time you shoot at an enemy they will explode into bits and pieces and those will
01:30collide with the player, the environment and that adds to the reactive nature of the game.
01:39And right here we're introducing the first kind of big change between the combat and Returnal
01:46compared to Soros and that's the shield, right?
01:48You can see the long line of bullets the enemy left behind and the player is now able to absorb
01:54those with their shield, right?
01:55So by having the shield it kind of fundamentally changes how we design these bullet patterns
02:00because before bullets were just something you had to avoid or dash through but now there's
02:05something the player can actually actively interact with.
02:07We are famous by our tentacle technology.
02:14We have simulated tentacles, legs, cables, whatever you want to call it.
02:19And also we have also secondary animation that is driven by the main animation from gameplay.
02:25So this particular enemy has all these tentacles at the bottom and you see that it's slightly
02:30tilted like that.
02:31The actual animation that we have is always in a straight up position but we are at the
02:36system that it reads the main animation and it adds some weight to it.
02:42So you might have noticed that enemy there was not just pumping out bullets it was also
02:45pumping out the red shapes that expand outwards.
02:48So one thing I love about working here is we get to have all this like spectacular VFX work
02:53with these really bright colors that you can see in the heat of battle.
03:00For this final scene in the trailer we had these skulls coming from the door and the enemy
03:06coming from behind was coming forward and we needed to solve an issue where the cape of
03:13the enemy would intersect with these skulls and that was problematic.
03:17So instead of trying to create a physics based solution for this I just decided to push the
03:24skulls aside and I showed this to our directors and they thought that it's not quite there.
03:30And they asked me would it be possible for the skulls to climb on the walls.
03:34So I put an upward vector there and there just so happened to be an animation that the enemy would do
03:43that I also timed for dropping the skulls down.
03:47All this is simulated in real time.
03:50All these coin chains, the clothing, everything is custom housemark technology.
03:58and they're happy.
03:59All these coins will be made.
04:01All these pieces are painted in real time.
04:04Especially if you will go that way to theےhalf of the skulls,
04:05which is a very phenomenal drawing, not just so well.
04:08And you can find them all at the same time.
04:10And you can find them all at the same time.
04:12The next block of the skulls around the skulls on the right side.
04:15You can find them all at the same time.
04:16You can find them all at the same time.
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