• last year
Take a look at the latest trailer with Raven Software as they go over the development process of the latest Warzone map.
Transcript
00:00 With Erzgeistan, we have these phases of map development
00:04 where it's almost like the progress just kind of jumps out at you
00:08 and it's like, "Look how far we've come."
00:10 Did you have any moments like that?
00:13 I think the biggest turning point for me,
00:16 we hit that balance of density versus openness
00:19 that we could support these different game styles.
00:21 You can learn the map, you can use ziplines, you can use ascenders,
00:25 you can find new ways to attack.
00:27 You can use a terrain that's now drivable.
00:29 We finally had those pieces together
00:31 and we had the Modern Warfare 3 faster movement,
00:33 we had the slide cancel, we had all those pieces.
00:35 You want Erzgeistan to stand up on its own.
00:38 And so the second that I had that sort of epiphany,
00:41 it was just like, "Yes, we are there."
00:43 The map development of Erzgeistan is so large.
00:48 It's a massive undertaking from a massive amount of talented people
00:52 that really care.
00:53 To start, we have pre-production,
00:55 and that includes, "Where do we want to go?
00:58 What map do we want to do? How big do we want to make it?
01:01 What do people really like?"
01:02 We're looking online, we're looking at consumer sentiment,
01:05 and it kind of just expands from there into our design team.
01:09 And they're starting a new blockout.
01:10 In the blockout portion, how much of it is just core multiplayer learnings?
01:16 The core MP learnings are something that we use everywhere across the map.
01:19 So every single building is a little MP map.
01:21 We follow the rules and we have no more than 5 to 10 seconds
01:25 of sprinting without something to do.
01:27 We don't want people to go longer than this.
01:30 And in case people are feeling like the circle's pinching them,
01:32 that's when we put these in.
01:33 We have to make sure that each one of them has its own uniqueness.
01:35 Art direction will give us a concept of it,
01:38 and we'll take it a step back to level design in gameplay,
01:43 and then we'll start adding the flavor on it that they want to add.
01:46 While they're doing that, it's not in a bubble
01:48 because we also have our art teams creating really amazing concept art.
01:53 What are some of the things that you need to know
01:55 before you start creating all those images and putting them together?
01:59 There is a narrative of a story side for Warzone.
02:02 And then once I got the story, I started to gather reference
02:05 based on what kind of narrative it is.
02:07 So for example, Old Town, we need to make it a more historical place, right?
02:12 So maybe underneath the foundation can be stone bricks.
02:15 Based on general guide, you can see the brick material underneath.
02:19 And then they build the top of the building.
02:21 I had a lot of communication with art direction
02:23 to make sure that we could see how can we continue this type of art language.
02:28 How can we push this for the player, right?
02:30 Is this area something that the player can get into?
02:33 All the different ways that players can enter
02:35 and traverse between these buildings.
02:37 What I love about Erzgestan is that we've had this incredibly creative
02:42 group of people that are passionate about what they do.
02:45 I would be totally remiss if I just didn't say thank you
02:48 first off wholeheartedly to everybody that has worked on this map.
02:51 And I think you're really going to love it.
02:53 (dramatic music)

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