KingRanger
Banned
GoTY?
Game of the year edition.
GoTY?
Keep in mind some of the "design changes" can be due to the fact that a dwarg is recalling the story, some of which he was not present for. So, for example, Flemmeth's new design could just be because the Dwarf character spinning the tale had no other idea what a Witch of the Wilds would look like because he wasn't there.
What system are you guys doing this on?
Someone noted that in the demo when you first fight alongside your sister, she has more makeup on and her boobs are bigger because the Drawf is retelling it. When you play that same scene again for what really happened she's more normal. :laugh:
Keep in mind some of the "design changes" can be due to the fact that a dwarg is recalling the story, some of which he was not present for. So, for example, Flemmeth's new design could just be because the Dwarf character spinning the tale had no other idea what a Witch of the Wilds would look like because he wasn't there.
Still, I like what I see. Cant wait for the game.
Curse: Can you talk about the art style, your inspirations, and how those took shape in Dragon Age 2?
Matthew Goldman: We ran some comparative analysis on Dragon Age: Origins, and there were a few things that really leapt out at us:
1. Our style was fairly generic, it wasn't really very well differentiated in the marketplace.
2. The themes that we were using in the art style were not in line with what the story was about. The game is a cautionary tale, and what happens in the game is that the physical manifestations of peoples imperfections are realized; ie The Blight, the wars, mages as abominations, etc. So we started looking at cautionary tales like the Triumph of Death, and Throne of Blood. They're tied together by the same thematic element, that mortal man is frail.
3. The third thing is that our engine is great at some things, and not great at other things, mainly because of the demands of the game.
So, what we tried to do is narrow down an art style that was unique, technically possible, and that would allow us to create rules that would allow artists to re-create these theme no matter what they were working on, be it a hand-held or a movie or something like that.
We wanted to better differentiate the races. We did that we could build unique animation rigs for each race, so they have a more unique look. For Dragon Age 2 we decided to re-build all the faces and the topology, like the poly strings around the mouth and eyes, and we added more control points to the face, and then someone specifically managed lip-syncing for the entire project. For each sound in the language that person had to make a shape, and then the software interpolates.
MG: I noticed there is a different art style for some of the characters, the Qunari now have horns. What prompted the change?
DG: We wanted to create something unique. Most of them have horns but some don’t. Sten is a Qunari who was born without horns, but they are special ambassadors. We weren’t able to get them into Origins. We wanted an art style that looked unique. You could look at it and say, “That’s dragon age.†That applies to the races as well. You look at an elf: he’s a human with pointy ears; you look at a dwarf and he’s a short human. Let’s make them look more distinct. A lot of people thought Sten was human. People can now look at the Qunari and know they aren’t human.
MG: I noticed you changed the darkspawn, too. Now they look more like their original races, but a dark creepy version. Less of the general monster version that mirrors more Tolkien-like beasts. They had lots of seeping wounds too.
DG: Yeah I liked that idea, that there is this corruption that bleeds out of them. It’s like a comic book that switches artists, it’s going to look different. You can take that opportunity to sort of update the look. We took something familiar, but made it original.
What system are you guys doing this on?