Posts by moarandmoar

Gonhog

Hey PHX, sorry to be that guy, but I love this picture and wanted to set is as my background, but when blown up it’s actually really low quality. Can we get a really crisp picture? I only ask because I love it

we also have a gallery of high rez screenshots here: https://playdauntless.com/media/#screenshots
I will flag this to right folks :3

saltshaker167

From looking at the art in different parts of the game, it's fairly obvious that the blaze escalation map has far more detailed and thought-out artistry than any other environment in the game. Is this because you spent so much time on it, or does it have to do with increasing development resources over time?

I think that Blaze escalation benefited from being the follow up to Shock escalation, where we were discovering and working out what exactly escalation was and how we wanted that player experience to feel in general. When it came to make Blaze we had all of that work to build upon just need to execute on a new theme. :) It also helps that the escalation maps are linear and tailor-made to one behemoth and theme, vs needing to be versatile enough to be a home for many types of behemoths.
Also, as we continue creating content, we are building up a library of art as well as honing what works and doesn't work as far as our processes and pipelines.

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Rouxlade

how do u design islands of escalation , i mean for example for the torga it was clear that firts island were with a tropical theme and as u got closer to the volcano the islands was more dryer, but what is the theme for next escalation ( dark ??) in general and do u design the mob first and then the islands to go with a the mob ?

I talked a little bit how we design our themes around the elements for escalation in another answer.. but as far the next season which is Umbral themed, I can't go into too much detail yet, but we were definitely trying to explore another aspect of Umbral as well make the island feel consistent with the Hunt Pass :)

In general we have designed our behemoths first, and then created a setting that makes sense for them, but for the season following Umbral, the island and behemoth are being developed more in tandem.

browubstep

Where do you get ideas/inspirations when creating a behemoth and the environments of Dauntless?

I'll answer this one with regard to the escalation islands as that's what I've been focusing on lately :) For these last few islands, we use the element of the season, for instance Blaze or Shock, and start exploring a mood and a biome that would fit the element and the behemoth (if the behemoth has already been established) Then we start gathering reference and mapping it out into mood board, and start having concept artists explore themes, compositions and props. Ideas and inspiration can come many different places, but the element as a kind of creative prompt is what sparks it all.

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Syraleaf

How do you clearly draw the line between normal plants and gatherables and how often does this pose a problem to the team?

We try to make plants that are gatherable pop in a few ways.. they should feel a little bit special or unusual, maybe a bit more vibrant and large, set apart from clusters of normal plants in their placement. Also they sparkle! :)