00:00We were prepped and ready for the heist.
00:03We had stolen tier 7 passkeys,
00:08acquired the building schematics,
00:11and rerouted the security comms.
00:15The package was as good as ours.
00:26Every variable accounted for,
00:28but we fucked it up anyway.
00:43Next time, we gotta be even more prepared.
01:08Dino Wolves is a first-person shooter, four-player co-op heist game taking place in the future.
01:14We focus a lot on player agency, story, and keeping the player on their toes with some interesting elements
01:21that take you out of the brick-and-mortar world of Midway City, where the game takes place.
01:25It's a power fantasy, even though there's obviously tension as well with like stealth segments and stuff.
01:30But the identity of Dino Wolves is primarily just balls to the wall.
01:39Dino Wolves is stepping back into our payday roots.
01:42The big difference is of course the sci-fi area, where we can play around a lot with design.
01:48The freedom we have with this sci-fi space is a bit terrifying actually, because you can go nuts basically.
01:56We've actually told ourselves to not try to over-design stuff, but not limit us creatively.
02:02So designing the Midway City from the start, we knew we wanted big megastructure buildings
02:08to actually place our levels within and be free of how big levels we want them to be.
02:13It's this very large city arising from the sea.
02:15You want to look out at the city and see like, okay, so this is a living, breathing city and
02:19it works.
02:34Coming back to the heist genre is sort of a, I don't know, after payday 2, I felt like I
02:39had so much more things to do in my head than what I wanted that game to be.
02:43A contemporary setting limits you in so many ways.
02:45Everything you do to enhance the game breaks the theme.
02:50With a sort of a sci-fi theme on it, it enables you to stay in the pocket of thematics
02:55and still solve things from a gameplay angle.
02:59When making a game concept or a world, you have to think about what tools it gives you to solve
03:05problems in the future.
03:06And the sci-fi thriller theme gives us a lot of tools to play with.
03:10Midway is just a corporate haven.
03:12There's no rules, there's nothing, it's divided up into districts, there's even like district wars and this kind of thing
03:19within the city.
03:20So it's a very classical in a way, dystopian take.
03:24Kind of like a classic role-playing game of saying like, oh, this is the backdrop and I'm gonna hand
03:29you a new adventure and have a bit of fun.
03:33So there's something called dives in the game.
03:35It's basically a neural heist.
03:37In the middle of whatever you're doing in the normal mission, you can basically jump to this other place.
03:43Thematically there's these architects that build these defense mechanisms that gets injected into people's minds and then you're trying to
03:50break into one of those.
03:51The dives allows us to explore a little bit with visual art design and gameplay design.
03:57Just tracking down this specific person that you need to make a dive into to extract information.
04:03We don't need a bank vault for that.
04:05It could be a suburban, gritty area or it can be a very high-end luxury apartment of some sort.
04:12The dives provide change of patience, change of intensity in the gameplay and change of scenery and it could be
04:18a nightmarish sort of abstract thing.
04:20Imagine trying to navigate a forest or something like this.
04:24But it could also be a Japanese temple or fortress in the Swiss Alps.
04:30We could just mix a lot of different stuff together because it's this very abstract place.
04:36And also with gameplay we could go from a shooter to a platformer to a horror theme.
04:41Or we can have sort of parkour experimentation where you can run on walls.
04:46We make the rules for what the dives are and what they can be.
04:52The heist fantasy in general maps really well to game psychology.
04:57I'm a psychology driven game designer to a large extent.
05:01Because we want to motivate you to keep playing and also like what are we stealing and what's the economy
05:08of the game.
05:09And I'm not talking about getting people to spend more cash, it's what's the drive of the game.
05:16And I think building new things or crafting things is a very interesting area.
05:21A good example would be like this thing we did for Payday where you would craft masks and this kind
05:27of thing.
05:27Yeah we're going back to the masks.
05:29I've heard people tell me before like oh it's GTFO and then oh it's a masks game right.
05:35I'm like really yeah maybe it is.
05:37But we wanted to make something different like we didn't want to go fully masculine maybe doing you know these
05:44big skull masks.
05:45Like we don't want to limit us to not do it.
05:47But with the mask we have now we actually wanted to bring some feminine, some sexiness you know.
05:51So one of the inspirations we actually had was the Keira Knightley pout that she has.
05:56And there's also like these Japanese theater demon masks with Hannibal Lecter type of style.
06:03So as in the dives you know we can basically make anything.
06:06The masks are this expression to allow them to expand the world inside of themselves.
06:12So finding the signs where they don't really know where to to put it in what categories we try to
06:18hit kind of a sweet spot there.
06:21This is going to be a high paced intense and a very fun collaborative game.
06:26Playing together with friends is a beautiful thing right.
06:29Especially when we have these situations where shit hits the fan and we panic together and try to solve it.
06:36So if you put four people in the room and they play it and you start to hear the voices
06:39go up and they start to be loud in the room.
06:41Then you know like, yeah, it's something, you know.
06:45If you want to find out more about Denne Wolfe, head to our Steam page and make sure to wishlist
06:51now.
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