From the Workshop to the Game World: Creating New Weapons
Ready, adventurers? Yes, it’s been a while, but we’re finally bringing back Dev Diaries. And we have a lot to show you! We’re excited to take you behind the scenes and share the journey we’ve been on. Get ready.
In this update6
Full notes
Full WorldShards update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition4 changes0 removals
Store
Gameplay
changedReady, adventurers?Everything began with purchasing ready-made assets. Yes, imagine that — we bought a bunch of stuff to feel out the idea. At this stage, we created gray prototypes based on concepts, experimented with low-poly models with simple textures, but something was missing. Finally, we decided to switch to PBR (Physically Based Rendering) models, and that’s where the real magic began.
changedChanges and ImprovementsSwitching to the PBR pipeline was a significant step in improving the quality of our models. Concepts initially created for low-poly models were adapted to the new style. Moreover, we refined the texture painting process. Previously, we stuck to the original colors from the concepts, but then decided to use richer and more vibrant colors for high-level items. This decision gave our models a more premium look and helped better distinguish the rarity of items.
addedFeedback and AdjustmentsFeedback from senior artists and game designers was extremely important. The first 3–4 models went through thorough checks and adjustments, especially in terms of painting. Game designers made corrections to ensure the models met technical requirements and intended dimensions. We learned on the go and improved with each new model.
changedWhat makes it unique?While these items do not have superior base stats compared to regular ones, they can be repaired and upgraded with in-game currency, allowing them to be used at higher levels of play.
changedWhat makes it unique?We hope you enjoy the result of our work and appreciate every detail. Stay tuned for updates!
WorldShards changes
changedEverything began with purchasing ready-made assets. Yes, imagine that — we bought a bunch of stuff to feel out the idea. At this stage, we created gray prototypes based on concepts, experimented with low-poly models with simple textures, but something was missing. Finally, we decided to switch to PBR (Physically Based Rendering) models, and that’s where the real magic began.
changedSwitching to the PBR pipeline was a significant step in improving the quality of our models. Concepts initially created for low-poly models were adapted to the new style. Moreover, we refined the texture painting process. Previously, we stuck to the original colors from the concepts, but then decided to use richer and more vibrant colors for high-level items. This decision gave our models a more premium look and helped better distinguish the rarity of items.
addedFeedback from senior artists and game designers was extremely important. The first 3–4 models went through thorough checks and adjustments, especially in terms of painting. Game designers made corrections to ensure the models met technical requirements and intended dimensions. We learned on the go and improved with each new model.
changedWhile these items do not have superior base stats compared to regular ones, they can be repaired and upgraded with in-game currency, allowing them to be used at higher levels of play.
changedWe hope you enjoy the result of our work and appreciate every detail. Stay tuned for updates!
Ready, adventurers?
Yes, it’s been a while, but we’re finally bringing back Dev Diaries. And we have a lot to show you! We’re excited to take you behind the scenes and share the journey we’ve been on. Get ready.
Everything began with purchasing ready-made assets. Yes, imagine that — we bought a bunch of stuff to feel out the idea. At this stage, we created gray prototypes based on concepts, experimented with low-poly models with simple textures, but something was missing. Finally, we decided to switch to PBR (Physically Based Rendering) models, and that’s where the real magic began.
What inspired us?
Our concepts are inspired by games from masters like Darksiders, Battle Chasers, and Ruined King. We aimed to convey the same brightness and dynamism that attract players so much. And yes, Wayfinder was also an influence! Big thanks to Joe Madureira for his amazing visual style.
Technical Tricks
In our work process, we used Maya, Blender, ZBrush, Substance Painter, and Photoshop. There are many different programs, each suited to its own task. And we learned to draw highlights on blades in our own way: instead of traditional painting in the material, we baked them from the geometry.
Changes and Improvements
Switching to the PBR pipeline was a significant step in improving the quality of our models. Concepts initially created for low-poly models were adapted to the new style. Moreover, we refined the texture painting process. Previously, we stuck to the original colors from the concepts, but then decided to use richer and more vibrant colors for high-level items. This decision gave our models a more premium look and helped better distinguish the rarity of items.
Feedback and Adjustments
Feedback from senior artists and game designers was extremely important. The first 3–4 models went through thorough checks and adjustments, especially in terms of painting. Game designers made corrections to ensure the models met technical requirements and intended dimensions. We learned on the go and improved with each new model.
What makes it unique?
While these items do not have superior base stats compared to regular ones, they can be repaired and upgraded with in-game currency, allowing them to be used at higher levels of play.
We hope you enjoy the result of our work and appreciate every detail. Stay tuned for updates!