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00:02Hi, welcome back to another Development Diary for Samson at Tindleston Story. Today we'll be
00:06looking at the city design and vehicle design. My name is Piotr Kobst, I'm a concept artist at
00:12Liquid Swords and I'll be taking you through the city. So one of the toughest challenges in
00:18designing the city as an artist was finding the balance between the gameplay and the visuals in
00:24the city because we're at the same time trying to make a city that you subconsciously can understand
00:30as a consumer that you've experienced on the day-to-day life but at the same time I want to
00:35make an engaging game. Enjoy the net. We had multiple strategies to achieve that, one of which was to
00:43make sure that the metrics that we were using were established early on, that we set them in stone,
00:49that we wouldn't end up changing them later down the line. So the metrics essentially are the
00:56measurements of various pieces. So the doorway has to have a specific height, a hallway has to have a
01:02specific width. If you do everything very realistic you can have very narrow corridors which can cause
01:08a lot of problems for either the camera which is following or if you're supposed to have a fight
01:12there when you shove characters then things will start clipping into walls, everything will just
01:17start falling apart. We were heavily inspired by northeastern American cities from the 90s. So
01:26New York, Philadelphia, we had a lot of photos from the era which were amazing which had a lot of
01:32character which really set the tone for for the project. But then also we had three art direction
01:38pillars that really kept on going back to and we used to filter through all the photos and the
01:44references and to inspire and to amplify the work and those were statement, violence and parasitism.
01:52Statement was all about big bold splashes, essentially having a big mural on a wall about the city.
01:59Then we had violence which was the representation of how the city was violent, how everything had a story
02:08that there was a person, there was a fight, things were cracked, nothing was really pristine or new.
02:14And lastly with parasitic is the term we had for the sort of greed and the corruption in the city
02:20that
02:20the difference in wealth and equality, just exploring those sort of themes of injustice.
02:28So I think the most exciting thing for players to find in the game is just all the nooks and
02:34crannies that
02:34we've put in a lot of love and attention into. There's a lot of areas where maybe we don't have
02:39any
02:39specific gameplay that pulls you there, but they're interesting to explore regardless. So I'm really
02:46looking forward to when people will be able to go there.
02:56My name is Damian Kjernsjopolsky and I'm a vehicle artist here at Liquid Swords.
03:02So when we started the project we had to look at cars that were pretty common in like the 90s,
03:09but we had to take a look at what cars were active 10, maybe 15 years ago. And we had
03:15to take
03:16inspirations from those kind of eras to make that fit into both the narrative and the aesthetics of
03:22the city. We can take a lot of inspirations from existing cars, but the cars in their design is
03:29mostly ours now. And we had quite a lot of liberty when it came to that, because if we were
03:33working
03:34on real brands we wouldn't have any type of freedom. There's a lot of challenge that comes with the
03:39freedom. Because you need to stay true to what people have seen or can relate to when they look
03:47at these cars. They can't look at a car and go like oh that looks that looks weird. But we
03:52want them
03:52to look at the cars and go like I kind of recognize that. The one car that actually went through
03:59a very
03:59dramatic transformation was Samson's car. We had settled at first at a standard four-door sedan.
04:11It felt too everyday your average Joe who just sat in his car driving to work. And that did not
04:19fit
04:19him as a person at all. And eventually we were like I think it's time for us to do a
04:26proper car for
04:27Samson. There was no hassle working with that car. Everything was pretty straightforward, but it worked.
04:34We got it in and it just looks so differently from all of the other cars. It has attitude. It's
04:40definitely
04:40the magnum opus. I own these streets. All cars deform differently, especially throughout the ages.
04:49All we knew this was that we kind of wanted a little bit of mayhem and we wanted these brutal
04:55takedowns. We wanted you to have the car as a tool. And that was a lot of work between me
05:01and our VFX guy, Oskar. He was the one that uplifted the whole thing, that made it
05:07so much more impactful. So when you smash a car, they start to tumble. They go full James Bond mode.
05:13When we got that first big roll and they flew into a pillar, that's when we knew that we got
05:20it.
05:25Thank you for watching. If you want to keep up to date or discuss what you've seen,
05:29join our discord or follow us on social media.
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