Expert tips

Expert tips
05.04.2023

The Anatomy of an Effective Game Weapon: Insights from Ryan Lastimosa

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The video game industry has come a long way in terms of graphics and technology. Gamers expect nothing less than astounding aesthetics and captivating soundscapes that contribute to the immersive gaming experience. But when it comes to creating an effective weapon for an AAA game, there’s more to it than just visual appeal. To find out what it takes to create a weapon that works perfectly in a game, we sat down with Creative/Art Director Ryan Lastimosa on the Devoted SpeakEasy podcast. In this blog, we’ll share the insights we’ve gathered from Ryan about the importance of functionality and why it matters when it comes to creating an effective weapon for an AAA game.

Meet Our Guest

Ryan Lastimosa is a true inspiration in the gaming industry. His creativity, attention to detail, and experience have enabled him to design some of the most iconic weapons that gaming enthusiasts enjoy today. He has had a remarkable run in the gaming industry, working with big names such as Respawn Entertainment, Infinity Ward, and many others, to deliver exceptional games. He has worked on Titanfall 2, having provided team leadership, 3D modeling, and concept art for the game. He also streamlined the 3D art pipeline for weapons, characters, and vehicles. He also directed a team of lead artists specializing in Hard Surface and Character Art for Apex Legends, and provided hard surface artwork for Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2. 

Ryan has designed weapons for over 17 years in the gaming industry, and for most of that period, he has been focused on innovative ideas aimed at creating the best weapon models.

 

What Makes a Great Game Weapon?

Accurately and authentically representing real-world weaponry can be key to creating a successful game. To do this, developers must have an understanding of how weapons work in the real world – from functionality to ergonomics. This knowledge helps them design realistic weapon mechanics they can then incorporate into their games – whether replicating classic models such as AK-47s or M14 rifles, or conceptualizing something completely new! Providing players with recognizable weapons that respond realistically provides an immersive gaming experience sure to keep them engaged.

Crafting a Sci-Fi game requires taking the imaginative wildness and futuristic elements to unique new heights. However, successful design teams strive for more than just an impressive product—they aim to create weapons that feel attainable in reality, as if they could be patented or built with existing technology. By grounding their designs in science and practical functionality, it helps players build trust that what they’re seeing is truly achievable; allowing them to jump headfirst into the gaming experience!

A weapon’s design is a delicate balance between mechanics and aesthetics. Its form must be functional while also capturing an artistically cool vibe, requiring both understanding of engineering principles as well as creative flair to make it truly stand out!

How to Become a Successful Game Artist?

Becoming familiar with the specifics of any given weapon is paramount for success as a weapons artist. Knowing each button, knob, and adjustment can make all the difference when preparing and constructing works of art from scratch. Taking the time to understand their intended design gives you that vital level of recognition between each object, unlocking your artistic potential! Sure, it takes resources, but in reality, it just requires an open mind and curious appetite to learn and figure out how everything works – this merging of academic knowledge in tandem with your imaginative drive allows you to unlock breathtaking weapons constructing experiences on a new scale!

Dedication and drive make up the fundamentals of success for any weapon artist, in place that true talent. Reaching any level of mastery over your craft demands focus and passion; throwing considerable amounts of time, love, and dedication while pushing yourself constantly to expand on current techniques. This potential fourth-walled development of skill is what ultimately separates well-renowned artists from hobbyists.

 

Navigating the game development industry to craft a successful weapon takes much more than skill alone; strong communication abilities are essential. A great weapons artist must be open to feedback, viewing constructive criticism as an opportunity for advancement. Bridging the divide between suggestion and enterprise will reveal the new potential within yourself, allowing you to craft astounding products that nobody has seen before! With guts and a little know-how, your craftsmanship has no limits.

Creating an effective weapon for an AAA game is no mean feat, but with the right knowledge, skills, and attitude, it is attainable. Collaborating with a team, understanding the role of each button, knob, and function of a weapon, communicating effectively with team members, and appreciating the game’s context are essential aspects of creating an effective game weapon. An understanding of industry trends and keeping up with the latest technology also helps aspiring weapon artists thrive in the highly competitive video game industry. With these insights from Creative/Art Director Ryan Lastimosa, we hope that aspiring artists now have a better understanding of what it takes to create the next iconic weapon in the gaming universe.

Interested and want to know more, as well as get a very practical exercise from Ryan Lastimosa? Tune in to our latest Devoted SpeakEasy Podcast and enjoy this fulfilling conversation: 

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01.12.2022

MagicCraft Character and Weapon Customization Stages

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MagicCraft Character and Weapon Customization Stages

Character customization is one of the most interesting parts of the production. Here at Devoted  Studios, we are very proud of our projects and the opportunities we have to support them with beautiful characters.  And we would like to share some notes about the production process we made while working on MagicCraft, one of our recent projects.

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Customization Stages

Before we actually got to 3D modeling, we started with creating 2D concepts to customize characters and weapons. The customization of characters includes two main levels.

Customization Level 1

The first level of customization is focused on the basic parts like colors and patterns, this stage is the early exploration of character looks. In the example you can see our basic character design and some of the pattern variations that we have explored. So this first level will include four different color palettes and two additional patterns as well.

Customization Level 2


In the second level of customization we include the actual new armor design. This is the example for Guild Wars II: as you can see, it’s basically like different tiers and various kinds of upgradable armor. The new armor set will be based on certain topics or dedicated to a certain event. So the second level is actually a completely new armor set or a new tier that the players would desire to get.

Examples of MagicCraft Characters at an Early Stage of Production Stage


These are a little bit more in-depth examples of what we have created at the very early stage. This is basically the first level of the initial design: the color palette examples and some of the patterns. When we were creating these designs we try to emphasize some of the accent colors and keep the overall palette consistent, so the character looks cool.

Weapon Customization


We also performed some weapon customization for this project. For the weapon customization, we had a little bit more room for creativity.  The examples represent the early exploration of how we can actually proceed with weapons. Here we also take two levels of customization, almost the same as for characters. The first one includes colors and decor, but also different ideas and topics.


For example, the basic version of an axe can be rusty, silver, and have some runes, or the more advanced one can have fireballs and poisoned rune packs. 

These are the six basic weapons that we had in the first MVP, some of the ideas that game designers came up with.

3D Customization

Basically what we have here are a lot of variations that can be done with the same geometry and silhouette of the character. So basically if we change the color, the patterns, and some details, we can have a lot of different variations. We can achieve different visual color ranges of the same geometry so basically the process so far is actually based on this level of character customization.If we have an archer character and we want to create some more representative armor or different design staying within the same set of character’s silhouettes, we can also create some new geometry for the character.

The left side represents level one skin and levels two and three can be achieved in the gaming process. At the same time, we can create different color variations of each set of armors, and in the end, we will have much more variations of the same character. 

This is very typical for NFT games where players like to customize their favorite characters more. Geometry changes are the best way to achieve this kind of stuff while the character stays recognizable.In order for us to preserve the basic silhouette of the character, we will set the silhouette boundaries so that we can have a recognizable shape.

As you can see,  the options are numerous whether we plan to work with colors, patterns, or geometry in order to enable your players to customize their characters in different ways. 

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01.12.2022

Portfolio Review with Horia Dociu. Devoted SpeakEasy E11 Highlights

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Have you ever tried to look at your portfolio as an Art Director and find out the way they assess it?

In the last SpeakEasy episode, we prepared a bunch of portfolios by notable artists. We reviewed them with one of the most charismatic Art Directors Horia Dociu, who has worked with such studios as 343 Industries, ArenaNet, and SuckerPunch. Watch this episode in order to get some precious insights and use them when you prepare your profile for studios, and read this article to get inspired by amazing artworks from the episode.

https://www.artstation.com/brainstormschool

Kekai Kotaki is a Concept Artist and Illustrator from Hawaii who has worked as a Lead Concept Artist on Guild Wars 2, and has made stops at places such as Bungie and Monolith, working on titles like Destiny and Mordor Shadow of War.

Horia: The thing with Kekai is he is a consistent artist you know exactly what you’re getting from him in the result and you know it’s gonna be brilliant. For example, the monster from his portfolio is done at a high level and it fits commercially many projects, like Fantasy Sonic style. It just shows that every time he will prepare concepts that hit the goal.

From his portfolio, we can find out that Kekai loves this kind of Dark Fantasy or sci-fi stuff – there’s this kind of visual poetry in it. I think that the portfolio shows that you don’t hire this guy if you don’t want Kekai-type stuff, something that screams badass like this. You are not going to hire him to do cute icons for the Hello Kitty game, right?

One of his artworks depicts a knight using a magic mace and throwing ghost hammers, and there’re wolfmen with axes in it. And when I see it I immediately realize that these pieces do what the art in Guild Wars 2, for example, was intended to do with a viewer, all those Paladins, and the Guardians. There’s clear communication of emotion coming from his works, they are not just drawings of people standing in armor, but they tell us about the spirit and the badassness of the characters. I mean the poses are there that help us to see the story, and we can distinguish good guys’ and bad guys’ vibes.

And what is more important, is that his concepts will give a clear understanding and inspire the whole team working on a project – the animation, lighting, effects, and even game design. At the end of the day we want players to feel that excitement, passion, energy, and so sticking to a guy like this you know it’s going to happen. It can be not a perfect production concept, but it’s a hugely inspirational piece that gives energy and information to the whole entire team.


Levi Hopkins is a Concept Artist from Seattle
. Levi has over 18 years of experience in the industry in various roles: Principal Concept Artist, Art Director, Prototype Team Lead, Environment Team Lead, and 3D Artist.

Horia: Levi is another freak of nature from Arena Net, he actually started in 3D modeling and over the years he has learned all sorts of new tools and rendering engines, and now he is building these gorgeous scenes that look like stills from a movie.

 

 

He uses his 3D superpowers to create really artsy scenes, and when you look at them, you think “Oh, wow, that would look amazing in the game” That’s the best thing in using tools and technology and mastering texture software, render software, 3D stuff, sculpting, etc. –  to be able to tell these things that would give goosebumps to the viewer. When I look at his picture, I know what the sea mist smells like, and I hear its sounds. I mean, it feels like I walked into this place, I’m there. And when I look at it as an Art Director, I say that we need to get this across to the player, this just feels amazing.

 

And again, with these artworks, sound and lighting teams, texture artists know what they need to create.

https://www.artstation.com/goldantler

Carlyn Lim is a ​​character-creature concept artist for games and films. She has worked for Arena Net, EA Games, Riot Games, etc.

Horia: If you meet Carlyn in real life, she’s this sort of petite girl, kind of quiet. And then you find out she creates these badass fantastic monsters. They’re elegant, ornate, and beautiful, and all her work has this really strong identity. You’re not going to hire her to make a Sci-Fi gun unless it’s a Haunted Gun for a fantasy setting. All these creatures and monsters are just so beefy and ballsy and special. It’s not the giant scorpion monster, which already sounds cool, but it’s a kind of scorpion I’ve never seen before.

She’s got this very creative poetic lens and yet she’s making these things even though they’re not photo-realistically drawn like Levi’s stuff.

 

Yet there’s enough uh obvious care about the references for anatomy architecture. If you look at her Mummy Cat, you know what that dead stretch skin looks like and you’re seeing its spine through it. So there’re enough references that she’s tacking on there to take something completely dreamlike and make it a palpable believable thing.

 

She’s got this consistency that is fresh and cool and you want to hire her on your team if you want to create something completely different and unique.

https://www.artstation.com/johnpowell

John Powell is a Concept Artist, Lead Artist at Sucker Punch Productions.

Horia: John Powell is somebody who’s really really able to work on every different kind of thing. When the artists we mentioned earlier have a very distinguishing style and would make a perfect match with a certain kind of project, John could fit anything. He is sort of the Swiss army knife who produces stuff of high quality.

Whether this is an interior for a tent that looks like a big palace you can imagine the smells inside and the muffled sounds coming from outside with tons of historic references. Or a cinematic keyframe artwork telling you a story of characters who escape from something. Or it could be these 2D cutscenes that are inspired by traditional Japanese art and then they turn into animated illustrations. It can also be a prop for a boat, or a character concept.

He could become a precious asset to almost any team or project and become a universal warrior that deals with any kind of task.

 

So when you collect your portfolio, try to think, first of all, about what kind of artist you are, and what style characterizes you the most. You can create boots and have a collection of boot concepts, but with every detail polished to perfection. And it could work with some project that needs a person who is professional in boots.

And after you gather all those artworks just think about projects and studios that work in your style, require a person with your skills, and could hire you.

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18.10.2022

Highlighs from the episode: “14 Things to Know to Raise VC Money in Gaming”

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Richard Kim, Partner at Galaxy Interactive
William Rhys Dekle, Partner at Strategic Alternative
Sam Engelbardt, Managing Partner at Galaxy Interactive

Highlighs from the youtube-episode “14 Things to Know to Raise VC Money in Gaming”<

Because of the COVID-pandemic we’ve seen a lot of industries that were struggling with the new conditions of today’s world, while the gaming industry was booming. It created a lot of opportunities for many companies to strengthen their position in the market. The question is, how do you do it? That is why we dedicated this episode to learn what the whole process of raising venture capital is and how can one make their company attractive.

What are 5 the most important things to see in a company’s pitch?

Richard: The first thing I’d love to see is a micro-level understanding of what you’re building and what your right to build this thing is. One should ask themselves, what they know about this thing that very few other people do whether it comes from personal experience or personal interests, but it has to be something that keeps you motivated throughout the very difficult process of building a company.

The other thing I want to see is not in the pitch, it is something you get from personal communication and video calls. It is how founders interact with each other because it is so important to have a shoulder to cry on when you’re building those things because of many unexpected obstacles that can punch you in the face. It gives an idea of how founders would go through hard times.

I also want to get a sense of the track record of a team and its ability to navigate all of the challenges of building a studio.

And I guess we need to talk about a market element as well: if it is a venture-backable opportunity because there’s a tone of cool ideas that just don’t have venture-level scales.

The last thing I would like to point out is what your unfair advantage is. The idea can be very rare and unique but it’s quite rare to find founders who can not only find important insights from their experiences but also go and execute them. We have to be convinced that not only do these people sell a potentially very big idea, but rally the people needed to make it happen.

Let’s talk about investing in content. What is the due diligence that you do about content? How do you understand that this particular game would be interesting for users? Is it something that can be predicted?

Sam: Games are interesting because they are unlike films, TV shows, and a lot of other things that we’ve seen. With games you don’t have to make your best piece of content the day you release it, in fact, you almost never will. It is very special because in gaming you have an opportunity to refine, rework, iterate on, and really build the content experience which is going to be forever changing, particularly in the games that we are especially interested in. Games are being operated on and built over time, that’s why you just want to make sure that you’ve got the people that have the creative vision and edge, and experience to create and develop a game, but also ship a game, market it from its release through its lifecycle, build a community, and so on. Those are the things that are not available in other forms of content and are really unique. So we pay a lot of attention to that; we constantly remind ourselves that our specific creative preferences may or may not be determinative.

Let’s say I am an unknown founder or I don’t have a well-known team. If I want to go and raise money, should I build my personal brand as a first step?

Sam: We had a case of a project with two founders, one of them was well-known and established within the industry and at the first meeting, he introduced his younger co-founder, saying that with his 20 years in the industry this guy was the most incredible engineer he came across. And this is a very good example that by no means do you need to be a known celebrity but you need to really have the goods as a founder and as somebody that is backable. Even better when you’re somebody that the world doesn’t know yet.

Okay, I’ve decided my product is good enough and I have an audience and other elements to it that I’m going to go out and raise money for. Do I go and google “venture funds near me” or do I go to a consulting company and pay them some percent of how much money they raise so they do the introductions? Or do I go LinkedIn, and then how do I find the venture fund? How does the whole process work?

Sam: Richard and I certainly believe that venture is going to evolve into specialized sector-focused funds and teams of people that really have deep expertise in the particular area that they are focused on. And in the case of interactive content and technology, it is a relatively new thing that they are sector-focused funds. Even 3-4 years ago there hasn’t been such a thing as funds focused on interactive content, and probably this tendency is going to spread to other industries. So if you are a founder in an interactive sector, you probably going to prepare a list of companies that make investments in your sector. It’s still a small enough space in the universe of investors. You can look in Pitchbook which helps you identify which firms have been out there or which deals have been done, or ask your industry colleagues for a piece of advice or intros; make connections on LinkedIn or keep in touch with latest industry news.

As for the agencies, I feel like there are very few early-stage companies that are engaging bankers to raise money for them. There is only a couple of really credible and high-quality interactive-content-focused bankers, around there, so we have actually only a couple of projects in our portfolio that have been introduced to us through bankers. So if the company comes to us from trusted bankers who really have some trusted expertise in the industry, we understand that it is going to be a terrific deal. But the same strategy is not going to work with a pretty random or unknown consultancy firm.

Rhys, in your experience, does the founder have to be all-time on the road raising money rather than working in the business? Especially if you have a long-term product that needs investments and iterations.

Rhys: I believe that a good founder is always making the relationships and connections for the future, they are always having conversations, but they don’t necessarily go out and hardcore pitch to raise the next round until they figured out a kind of timeline. You don’t want to be out of money when you raise successfully your next round either; you want to have a little bit of cushion and you know it is probably a six-months process at least. So you just kind of do the backward maths, that’s what I’ve seen from the guys I work with.

Have you invested during pandemics? And what are the steps that you had before in your due diligence process before the pandemic and what are the steps that have been added to it because of lockdown?

Sam: I think we’ve made 20 investments since March 2020, so we’ve absolutely invested during and throughout the pandemics, the first batch of those projects was discussed prior the COVID-19. Actually, we started working on most of these projects prior to the lockdown. For those that we started working on later, the process depended on how the introduction was made. We either made the first call for real warm introductions to me or Richard directly. And most of the companies we’ve invested in are those we’ve known the founders before. But we also have a procedure that after a short introduction or an e-mail exchange, we give an opportunity to spend some time with our team so that we could have a closer look and evaluate the project properly. The team forms an opinion and shares it with us, and they usually know our tastes and preferences, so it usually works well.

18.10.2022

How to Build a Career of an Artist in Video Game Industry with Horia Dociu

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Recently we invited Horia Dociu to our SpeakEasy podcast at Devoted Studios. Horia is a publishing art director at 343 Industries working on Halo remastering. Before that, he was a studio art director for Arenanet, worked as a cinematic director, and also was a part of Sucker Punch and a bunch of other studios. We had a fantastic interview together and have some insights to share.

Horia, the question for you. Do you think that there are a lot of opportunities to build a career in the video games industry?

I believe that now is the best time to be in the game art industry. It’s a huge industry with lots of technical abilities, game software, and instantly growing popularity. We have PCs and mobile gaming, consoles, and on top of it, the Internet is different from 25 – 30 years ago. There’re so many online resources: free engines, 2D and 3D software, as well as every type of learning resource you can imagine. When years ago you had to save tens of thousands of dollars to go to college and get a degree to secure a job, now everything that matters in the gaming industry is your portfolio.

The best advice I ever received here was “Make your portfolio look like you’ve done the job you’re applying for”. And you can choose how to learn and improve your skills by yourself, either you take an online course, find yourself a mentor or use free tutorials on YouTube. Another great thing is that the gates in the industry are open for people who are working online, and companies hire people remotely, which means that you can have a full-time contract with any company, regardless of the country you live in, as soon as you are good enough.

 

You mentioned an interesting piece of advice on a portfolio. Let’s say someone wants to get hired at the Call of Duty team for weapons or hard surfaces. Does that mean that they should do a bunch of CoD fan art for their profile?

The teams working on the games such as Call of Duty operate like the whole ecosystem connected one to another. And if they need to replace someone who resolved a bunch of tasks, they will be looking for a person who has the work they need in the portfolio. You may be an amazing character artist but your portfolio would be skipped if they are looking for someone who creates guns. On the other hand, if you make your portfolio look like you managed to cope with the tasks that need to be resolved, and the results you’ve got match their requirements, the chances you get noticed are certainly higher.

So how to build a career in videogames industry nowadays?

A lot of people don’t completely realize that they are in the driver’s seat, and the choices they make on an everyday basis can lead them to their destination point or take them far away from that. Try to imagine where you want to be in 20 years from now. Of course, your initial goal may change, but it can become a North Star in your career. Let’s say I want to become a Pixar movie Director in 20 years. Now I can ask myself where a Pixar movie Director would be 10 years before that, and then where should I be in 5 years, year, month, or a week from now to reach this goal. If you can work back your goal like that, you can define what should you be working on today or this week that will help you to reach your goal in 20 years. That’s how you eat an elephant – one bite at a time because obviously, you can’t become a movie director all of a sudden, you need to take those tiny little steps.

 

Another mistake people tend to do nowadays due to the Internet and Social Media growth, is that they set up a goal to become famous. One of my friends, who is a teacher, says that all of her six-graders say they want to become famous, whether they want to make YouTube videos, Social Media blogs, or create video games. That’s a little bit mind-boggling because instead of asking yourself what you want to be good at, you make your goal vague. You never gonna get that fame without a clear understanding of what you want to bring to this world, what skills you need to master, and what sphere you’re really into.

All of these don’t mean you can’t change your destination point or career path. I’ve got a buddy who was not an artistic type and signed up for the programming degree, and then he switched over to art, and now he runs his own animation studio working for Netflix and huge companies. This is a very inspiring story about the success that comes after you figure out what you want and what are you able to do.

Continue reading “How to Build a Career of an Artist in Video Game Industry with Horia Dociu”

17.10.2022

Tips on Character Customization

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Tramell Isaac is a VP of Art at IllFonic who worked on a Predator franchise released in 2020. We interviewed him about his job, projects, and character customization that sells.

 

Tramell, please tell us about how you started creating the game. Guide us through the first day of work. How did you decide to make Planetside 2?

This literally starts with people saying “Hey, we have an idea”. In my own experience, I have never been in a production where all of the pre-pro was done before production started. In theory, pre-production should be done to get all the things concepted; when you go into production you’re just making staff. But it never happened to me in reality. This particular project was made in 18 – 20 months from 0, so there had to be some concessions on how we went about building things. The engine itself was built while the game itself was being built. A lot of the things were made upon assumption because with this particular type of game having 5 – 6 hundred people on the server, you can’t test it internally. So we had to make a lot of assumptions about how the game would work.

What were the things you’ve learned on this project that you would never do again? Or otherwise, some things you wanted to bring to other projects?

Character customization is things that we have learned about the implant side. Without that experience, there would be no basis for it in Predators. This experience is a part of my story, I have learned how to construct things this way.

Let’s talk in detail about character customization. What are the key elements of building factions in the game? How do you design them visually so that certain people could relate themself to one or another faction?

Actually, it is a combination of psychology and visual style. The first thing that matters to most people is not a visual component, it is more about who they identify themselves with. Each one of the factions we created was neither evil nor good, each of them had its reasons for acting a certain way, and depending on the personality type people could imagine what they relate themselves to. One faction believed in science, the other one strived for freedom, and the third group trusted the government to find the answers and protect the citizens.

In the beginning, we had a really good split across the board, there were 30-34 members of each of the factions because each one of those people playing the game identified with the ideas of the group. And then we had to visually identify every group so that the players could immediately distinguish a friend from an enemy.

 

Creating the concept we decided that we basically identify every group with basic shapes – triangles, squares, and circles. We just took those shapes and expanded them to the vehicles, and armor, and that was how it all was born.

We ensure that we maintain those look sets within, and they might be completely blurred and eventually, those shapes start to round themselves out, so we start using “kind of a triangle” or “kind of a circle”. Besides, we used different color combinations for factions, and there are millions of other ways to do it.

How do you customize the characters so that you feel the difference when you pay money, that you have this armor or weapons that feel royal to you, that you either earned it or paid for it?

You start with making sure that every piece of content that you create makes a difference. I mean, you can sell badges and stuff like that, but if you have a jacket with a circle on it versus a square, it doesn’t really matter, it is still the same piece of clothing. Sometimes it needs to change a silhouette, sometimes it needs to be enough coverage. In Planetside 2 you would be able to change the armor on top of a character, and then add things on top of that: change the colors, camo patterns, etc. It was accumulations of the things you could do to make a meaningful change because in fact it’s a fashion show – I’m showing off my things to the other player, and if it’s cool enough, they want to get it. But it’s also important to make these items rare, some of them can be received only at special events, which will make them even more desirable.

And for me, as for artists, it is important to understand that even though I personally would not want some items myself, other people might desire them. For example, I would not buy a pink gunskin, but some other people definitely would do that.

How do you know that? Are there any methods to estimate if certain items will look attractive to others?

You should listen to what people say, this is one of the reasons why we did it inside the player studio. We made an effort to outreach to the community and find out what they want. And nine times out of ten they would come up with “I would like this”, “I want to see this in a game”, and then we would put it out and that would sell. So my point is as long as you pay attention to your clientele and to people that are actually playing the game, you’ll easily figure out what they want.

Watch the full Devoted Speak Easy episode on Youtube!

 

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