Monthly Archives: April 2019

Easter Development Update (Part Deux)

Greetings Pioneers!

Design and Art have toggled laser focus mode (aka the mode of focus above the normal focus mode). Our major encounter points are getting some much needed attention to get the progression working well with the variety of exploration that is going to be on offer.

Matt – Art Director

I’ve been ‘syncing’ with designers on what is left to do from a design perspective for different types of encounters around what we deem the critical path. We’re keeping our attention firmly on visual improvements which can be delivered without influencing or changing any of the established gameplay progression.

A good example of this is just randomly adding creates for visual polish.. Due to the nature of the game a crate may have items you collect from it which can upset the balance of material collection at that point in time, and therefore upset designers. Sad designers = unhappy artists, and the vicious production cycle of passive aggressive notes left on peoples desks begins.

Joe – Lead Artist

More art polishing this week, with post processing and atmospheric tweaks going in, as well as implementing Tom’s rather nice cliff work.

Glenn – 3D Artist

Been hard at work creating some good uvs for the Transport Vehicle, really looking forward to getting this vehicle textured and in game. I’ve also been helping Joe with lighting when I get the chance, he’s been making great progress and the game is feeling really atmospheric.

Tom W – Technical Artist

Been looking at improving the spline tools we use to generate more complex cliff work. This has been useful for reducing setup time of the surrounding ground. I’ve started to implement auto adjustment and generation features that allow cliff rocks to blend better with the world terrain.

Davide – Concept Artist

Lots of concept work this week, I’ve been doing a first design pass on the alien foliage assets. The goal was to communicate the visual of something that can be visually associated with trees and bushes, but without being an actual plant, as that would be something that visually and conceptually belongs to the terran biome.

More concept work has been done to update the prefab bases that can be found around the world, plus a pass of set dressing on the shipwreck area.

Basia U – Animator

Continued creating new animations for fist melee attacks. I’ve finished off with some pretty cool new spear attack animations for the 3rd person. Today is my last day (which is a bit sad) but also I’m looking forward to moving onto other things and seeing where Eden Star goes! And I’m sure it’s going to be awesome.

John T – 3D Artist

After flinging himself at every rock around David was no longer able to produce the high quality rock collision we require so I have bravely taken on the mantle of Rock Collision Artist. I take this with a great honor and will fling myself at rocks with precision and pride.

David M – 3D Artist

So as Mr Tranter mentioned, the rock collision life wasn’t the life for me. I am now tasked with sprucing up the Dam interior with some fancy new wall panel variants as well as some other assets that will help the overall look and aid with future storytelling within. I have not forgotten my days as a rock collider, but I am surely glad they are behind me.

OG Tom W – Lead Designer

This week has been an interesting one for the design team as we have been reviewing the current game on the experimental branch and assess the players progression throughout the game. Our main concern was that the two of the main focus of Eden Star, base building and survival, were not working together as well as we wanted.

So we locked ourselves in a meeting room for the day and formulated a plan to restructure the progression around the player experiences we want to create. Without spoiling too much our current plan is looking at how we can integrate unlocking schematics into encounters and challenges.       

Melissa – Technical Designer

I’ve continued working on the new build wheel system & prototype this week. The build wheel prototype has developed quickly and we are currently at a stage where the wheel is almost functional from a basic user interface standpoint. The next stage however will be to get it functional from a gameplay standpoint, allowing the player to actually select an item and build it.

Hopefully it’ll be at a stage soon where we can share some screenshots with you all.

Carlos – Developer

Being back on Eden Star has allowed me to begin my work on the respawn system in ernest! I’ve started the backend work to allow players to build our new respawn blocks in the world, as well as being able to claim any neutral respawn blocks as their own! I’ve also ensured that our new respawn blocks work both in multiplayer and singleplayer!

I’m excited to show you guys more on this once I have the backend work finalised! 🙂

Tom – Developer

This week I’ve been reworking a bunch of logic to do with how we decide what icon to stick on what object when you’re near it – whether its ammo or food or a lightswitch, the logic that drives that icon is a lot more robust.  Aside from that i’ve also been working on making them a lot more performant, and had a crack at solving the lag between the camera movement and the marker being realigned to its appropriate object.

See you in the fray!

-Team Flix

Easter Development Update

Greetings Pioneers!

There’s been some Worldly changes going on. The team have been making further improvements to UI, world atmospherics and the base/build system. Design have been improving and balancing crafting and resource collection.

Matt – Art Director

Eventful week to say the least! many new elements of development are coming together to improve and unify the visual styling across the board, from the future vehicles to new UI elements.

There are quite a few VFX and atmospheric improvements that are being made which is pushing up the realism, making a big difference in the dangerous immersive feeling we’re trying to get across to Pioneers when they play this first area.

Joe – Lead Artist

Loads of high-level visual work has gone into ES over the past couple weeks – in particular, I’ve finished an initial pass on our lighting and day/night cycle visuals, and am now working on tying everything together with VFX and atmospherics.

The UI boot sequence and damage effects have also been improved, and I’ve made a couple of benchmark assets and placement systems to assist with level design.

I also had time to add some more informative, segmented health bars, just so players can see what they’re getting into when they initiate combat.

Davide – Concept Artist

Moved swiftly onto colour concepts and Orthographics for our hostile world tree variant. These trees are more in keeping with the visual language of the creatures. Pictures to come soon!

Glenn – 3D Artist

I’ve been working on the transport vehicle model, getting it closer to the latest concept and making it more functional with some removable parts. We have constructed it in such a way that the back compartment could potentially be removed and other modular assets put there instead, perhaps a trailer for carrying cargo or a gun turret.

In general it should look and feel more exciting and fit well with the rest of the Eden Star aesthetic due to Davide’s great concept work. It has also been optimised more, so it should perform well when in game. I’m really looking forward to driving it!

Andy H – Level Design

This week I’ve been playing the early areas of the game to get an idea of how easy it is to gather materials for crafting, looking at item descriptions as I go. Been smashing all of our destructibles to see if they feel right and investigating damaging them with each type of weapon for balancing.

Some of the interaction markers for some Items were wrong so I’ve fixed that right up too. Also John T has gone over some new shipwreck assets that I’m going to spread around places next week to make shipwrecks look and feel more believable.

Lauren – Lead Animator

We’ve had time this week to delve into fixing up some of the 1st person player gun animation issues, also 3rd person melee animations with the fists and shiv have been getting some love, and are shaping up nicely. With the fixes incoming to 3rd person aiming this should make for a much nicer experience.

Yves – Senior Developer

Spent some time on the traces for 3rd person melee aiming to make bashing AI and picking things up in 3rd person much easier.

John T – 3D Artist

This past week I have looked back at the shipwreck and assessed how we could improve the overall aesthetic. This included breaking up the silhouette with some new panels and rebar. Also the arrangement of these assets better reflects the narrative that we wish to convey. The blending with the new terrain has overall been hugely beneficial to the scene.

David M – 3D Artist

First time joining the blog post and boy do I have a treat for you guys…I’ve been creating collision meshes for our beautiful rock collection! This may or may not have involved me flinging myself at real life rocks to test how collision should work. Either way, it’s been super fun and I hope it never ends.

Tom W – Lead Designer

This week I’ve been getting stuck back into Eden Star playthroughs so we can review certain elements of the game for balancing. This has also been great for spotting little bugs we’ve had and cleaning them up as we go along. The only noticeable change for players will be some animations for the reticles on melee weapons, kinetic tools and build tools.

Melissa – Technical Designer

Jumped onto this project for the first time recently and have been prototyping a new build wheel interface and back end system to make it more user friendly and easier to navigate. This prototype is in the early stages but is coming together well.

Look back here for more updates soon!

See you in the fray!

-Team Flix

April Development Update

Greetings Pioneers!

The Art and Design team have been hard at work making some much needed improvements to the atmosphere and surroundings. Fundamentally this all helps define important areas in the world. There’s been some much needed visual and lighting re-balancing with further placement passes to make the rock structures appear more natural.

Matt – Art Director

We’re throwing our all at visual improvements to the surrounding area in what is our ‘vertical slice’ for this experimental branch work. Been making sure everyone is focusing their attention on the right things to keep the latest art pass consistent across the game.

Joe – Lead Artist

Lots of work on unifying the visuals for our environment this week. The nature of this work has meant touching on all aspects of our world. We’ve tweaked the lighting, atmospherics and how those things interact with the day/night cycle, as well as replacing many placeholder assets and implementing a whole new terrain shader setup. We want to move away from the sandy mars look, and go for something a little more “Eden Star”…

Glenn – 3D Artist

I’ve been working on the cliffs, rocks and terrain painting. Tom Whaley gave us some great rocks and materials he had and I created 2 new cliff models to match them and got them working in game with collision. It’s looking pretty cool around the main path the player takes at the beginning of the game, we are working hard to set a high standard in this area that we can aim for in the rest of the game. I’ve also been helping with the lighting setup where I can.

Andy H – Level Design

I’ve been working on Placing more objects into the world around key locations, adding in outposts and adding in a bit more foliage around too because everyone loves more stuff to forage.

Also I’ve been adding effects around hives to add more atmosphere inside the dam.

More to come… we’ll be looking at dropping this new content to our experimental branch soon!

See you in the fray!

-Team Flix