Guild Chat - Episode 86
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Guild Chat - Episode 86
- Title
- Skyscale Development
- Host
- Rubi Bayer
- Guests
- Steven Stadnicki
Joel Helmich
Joe Clark
Kate Pfeilschiefter
Brian Walter
Pete Egbers - Date
- May 24, 2019
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 86th episode of Guild Chat aired on May 24, 2019. It went behind-the-scenes on in the development of the Skyscale mount.
Summary[edit]
Today's Guild Chat, hosted by Rubi, was everything to do with the skyscale. Guests and highlights are as follows.
- Rubi Bayer (Host)
- Hotfix coming soon to reduce time-gates on Skyscale collections
- Mox Gauntlet for Charity updates
- Arena.Net raised $1,240 for the charity
- Steven Stadnicki reached Top 15 individual fundraiser
- Joel Heimlich (Gameplay Programmer)
- While the base max range of the skyscale's flight limited (one keg brawl field, from my tests), the Wall Launch mastery is the intended means for the skyscale to traverse long distances.
- They're working on tweaking the interaction of max canopy height with things like Jump Mushrooms, ley lines, etc.
- "The original design was for [the skyscale] to move along walls"
- Wall Launching horizontally gets you more "flight juice" back
- Regarding "Why can't the skyscale just have free flight?" "The game's mounts are built around [the mounts] interacting with terrain... [the skyscale was designed to hover, but also interact with walls]"
- Steven Stadnicki (Content Programmer)
- The collection quests were designed to make the skyscale feel as much as a living creature as much as possible.
- "All the raising is for the players to build this bond with the skyscale."
- Collections unlocked after the end of the story so as to not distract players from the story, and give players more to do after the story
- Joe Clark (Senior Sound Designer)
- Compilation of callback cues for Skyscale of Courage collection
- Footstep sound effects involved using crushed eggshells on different surfaces
- Skyscale guttural was synthesized using the following audio layers:
- a leopard,
- MAPP Gas Torch,
- upright bass (for multiple layers; pitch and distortion alterations included),
- yogurt in bellows,
- jello in bellows,
- rubber band on djembe, and
- a balloon.
- Skyscale guttural while idling was a result of the following mix:
- balloon on doumbek,
- upright bass,
- Greek yogurt in bellows,
- cherry jello in bellows,
- voice with glass chimney,
- MAPP gas torch, and
- a rubber trash can dragged on carpet.
- Kate Peeilschieeter (Creature Art Lead)
- Brian Walter (Creature animator)
- Designer of the fish-feeding fidget
- Peter Egbers (Creature artist)
- The scales were handcrafted, rather than stamped, to get the best look
Transcription[edit]
[Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Applause] [Music] [Music] [Music] hi teria happy Friday and welcome to guild chat thank you for spending some time with us today I'm your host Ruby and we are gonna be talking about the sky scale today I have I have a small friend that one of our dev guests brought me so we can thank him here in a little bit so we're going to talk about the sky scale we mentioned a few weeks ago that we were going to do a little bit deeper dive into the design and implementation of all parts of the sky scale so we are going to talk about that with six of our dev guests today a couple things that I want to mention first if you have somehow missed the forum post about updates on the acquisition about updates on the collection a couple notes the mastery track was not supposed to be blocking spirit chart acquisition so we hop fixed that and that changes and now it does not do that anymore and I know there's been a lot of talk about the collections and the time gating on that so in case you missed it again there's a hotfix coming in on May 28th we're going to reduce the time between collection tiers from 24 hours to 2 hours that's the difference between one real-world day and one Tyrian day and you can also feed your sky scale four times a day instead of three so that maxim of that time off in case you missed that if you want to read a little bit more about that or talk about it with the rest of your community you can check that out on the forums so with that said those updates are incoming and now we're going to have a chat with our first round of dev guests starting with Steven I do want to talk to you first until you congratulations for the gauntlet last weekend well thank you so much it was absolutely amazing yeah you guys you guys did fantastic work you our community really did a great job supporting us ArenaNet ended up raising one thousand two hundred and forty dollars for charity Steven was in the top 15 individual fundraisers out of the entire gauntlet so that was amazing thank you so much and you seriously like people I don't know we're donating to me because of the screams so thank you for for getting the chance very happy to do you want to talk a little bit about the event we have a couple pictures in the event check you guys out yeah do you want to talk a little bit about what that day was like it it was a rush we got there a little bit early sat around tried to get in a couple of quick games of parade because that was one that we hadn't had a chance to try out beforehand and it worked out pretty well I think for everybody else on the team for my own part parade was not my strong suit I think I scored like 35 and 40 in the two games which would be great except it's a low score wins game and the other teammates were like at 10 and 12 so not quite so great but I had much better luck in the trivia round and then the last round they had this wonderful combination of carnival games and puzzle solving and I am an inveterate puzzle solver so I got to fiddle with pencil and paper whilst people were throwing balls at milk cans so you were like cracking your knuckles going get out of the way my time has come pretty much that exact waiting awesome well congratulations thank you for all of the work that you did preparing for this event and thank you tyria for supporting us and helping us to support el centro de centro de la raza this was a super successful super fun year for our first year participating it was absolutely amazing thank you so much everyone yeah definitely alright so let's talk sky scale I'm gonna have each of you go down the line introduce yourselves what you do here at ArenaNet and talk about what you worked on for the sky scale I am Steve instead Nicky I work as a Content programmer which is kind of a straddled role between programming and technical design and I've just recently come to this role and so as part of my spin up on the design aspects of it I worked with the primary content designer for the sky scale aleena to implement some of the collections see thank goodness that's my name I'm Joel Helmick I'm gameplay programmer worked on mostly movement stuff general mechanics I sort of inherited it a couple months into the design process as a Elena was working on it it was like oh by the way there's a lot of work to do and we're calling in bringing out of retirement one last job it's not true but I I do a lot of things I have my fingers in many pies and when you put your fingers in pies nobody else wants them so you end up owning them how that saying goes but yeah but moving mechanics that kind of stuff Joe Joe Clark I'm a senior sounds owner I worked on the audio for this guy's girl I think work on everything that goes on here goodbye Heather or human or three teammates designing and implementing what it sounds like in correct forms yep gotta roles the movement the abilities yeah I'm excited about this because we have some videos of that to show later on and where we're going to get into the breakdown of what makes these sounds exactly let's start off though and talk a little bit about movement the motion of the thing iterating the design figuring out what problem this is trying to solve where did you even start yeah okay so so when I was handed this thing start with when I said please please work on this more and and keep it ring on it I had already had the sort of flight off a little envelope concept where it's like it can operate within this sort of shell and then do things but they can't like go outside of it and so my first job was making that a little more reliable because it wasn't had some problems but beyond that is like okay well done that sounds it's functional but not like exciting like it needs it needs some some thing that people can buttons people can push into stuff which is where the - came from for example like dashes are cool people enjoy planes and more than that the the wall jump is something sort of I think that's sort of the defining aspect of this or anything else and they actually came out of came out of frustrations with just missing ledges like he was just short oh if only I could if I was talking over some people oh yeah right I imagine you've been that situation like a Griffin or something yeah sure yeah I usually I'll like bash into the side of the cliff and just try to just get it by yourself I get spaced really hard and and so having some kind of like some wool volt it originally wasn't like a cling or anything I thought it was just a you could time it just right like an like platforming games a lot of times we'll have like you can stick to all four second don't let you get space burn you jumped up onto the thing so that was the original idea was like hey we hit it and then you've got like a second or so and they can kind of jump up high and then at some point in if well until you could just stick to the wall forever it doesn't really make any difference and some people thought that was cool so it ended up just just happen that clinging opposed and you can just kind of chill and stare at people and watch them silently yeah well I'm out no no I can talk for as long as you'd like no please so you started with sticking to the walls and then once you get that mastery yeah so so the way the way it works currently is is you can you can stick to the wall by holding forward you can but the third mastery is what actually is what you actually want and that's that's alone that lets you push spacebar that you burn some energy you jump and you get some altitude back and they ended up being nice to go where I want to go with this conversation they end up being sort of like the real innovation part of it I guess I believe this is the sort of a new thing that brings to the table its whether I think it's kind of hard to notice this when you're playing it but it's that is the tool that you use for moving long distances with this thing where you're usually when whenever you use the wall jump if you have moved substantially like if you're like way over like near your altitude cap or whatever or you've gone past your elbow to captain and clip to a wall that you push jump it'll push that ceiling back up again closer to where it was originally yes the idea is you can move along a cliff pretty far and you keep using wall jumps and go to another cliff wall jump now is sort of the envision design behind this thing it's like okay well this is how well this is how it'll do sort of creative long-distance motion as you create a jump between cliffs okay so if you haven't made use of that yet you should try that yes but that that that's sort of like that resetting of the flight ceiling isn't necessarily obvious unless you've done played it for a while which of course I have cuz sites but people who have just gotten their sky skills might not notice that might not think to try it like oh I could use this to move really far they might just be thinking of it as a means of moving vertically straight up and not off and you can absolutely use it to go long distances you did just remind me that we are we did pull a lot of questions off the forum and we're going to answer some of those at the end of the segment yeah what were some of your favorite things about working on this it's a dragon there's not a downside it's bragging rights they're cool I know I you'll have my layer of brand the animator for it he's he just want to work with ya this one have a back and forth just just working with other people on the project it's not really they've got quite the what you wanted to ask but that works I just take it it's just fun to work like the people involve is fun yeah that's well let's I want to talk about the collections a little bit with you Stephen what we're well okay so we've talked some about the different parts of the collections and what's required and what's needed and the time and the time gate I'm trying so hard to say timescale which is a very different thing that we don't want to mess with how did you decide how do you all decide some of what went into the collections and requirements with the caveat that a lot of it was not my own personal choices yeah this was a team effort the core intention was to make it feel like an actual living creature as much as possible and that extended to the collection aspect so all the raising is to get the players to build this bond with their sky scale I think more so than you get a chance to with a lot of the other mouths and really have that sense that this is something that I've taken from the world and invested my time in and now is giving back to me through this well through this bouncing through the world aspect yeah what were some of your favorite things about implementing this I think my favorite was getting to drive through a few regions that I hadn't really dug into before I've poked at the Dwarven delves under Highlands a little bit but over the process of implementing collections I put several pieces into the delves and so that got a chance that gave me a chance to kind of go through it a lot in a much calmer manner when not everything is trying to kill me and gave me a much better appreciation for some of the places yeah mm-hmm all right and we also have some questions for you later on something that you mentioned to me that I wanted to make sure we called out that you really enjoy was the player cooperation aspect of different parts of the collection even in some of its weirder iterations oh it is it is amazing one of the reasons that I can tell that I'm not that I'm still new to design is for one of the achievements you have to read a certain number of characters and the way that players have chosen to do this is by gathering together in places like Divinity's reach at the edge of cliffs and doing their best lemming impressions jumping over to be raised by the people below and every other designer I've spoken to about this was like oh of course they're going to do that wait what oh no it's it's a good it's a good example of player cooperation and they will find it death finds a way that's by the way so how did you just like stumble across this on live and pretty much exactly that like I I was not expecting it until I saw it and then suddenly it made perfect sense you're like this clicking noise that's what's gonna happen you also mentioned that you didn't get to come into the office to do some of this that's right when we were doing the initial collection implementation it was if I remember correctly late February and for anybody who's not in this area late February was snowpocalypse for basically all of Seattle yeah we're in the span of a week and a half we got something like a foot and a half of snow thrown on top of us and where you live was really bad it is I don't live anywhere near the office I'm about 20 miles to the north and our house is at the end of a cul-de-sac and this shot right here so this was the view out my front window for the first week and a half after I got the got the tasks on my plate and thankfully we had just gotten the implementation of or I had just gotten set up proper VPN so I could work from home and so this was the first time that I was able to actually start doing real like coding and design work from the office from home as opposed to you know doing documentation whatnot so I was able to do a lot of the driving around teria and duo work which is our content editor from from my house where it was warm and I didn't have to try and drive down 405 with all the other maniacs I did the plows ever get to your neighborhood I meant to ask him curious they never actually did there was this zone of about a quarter mile between our house and the first turn off from our cul-de-sac where they just waited for it to melt which meant that even after the snow ended we had about three more days of Oh nothing's happening and all of the actual streets are clear but there's this quarter mile of hockey rink between me and anywhere that I feel like I could drive yeah so thank you for being persistent and getting in getting that done it absolutely it was it was a legitimately fun I got to ski to the store a couple of times for food did you really I did we have cross-country skis and so I was able to trek to the local Albertsons I might have seen you do yeah new mount concept new cross-country skis cross-country ski how to cross-country ski mount actually stickers okay okay you might have just seen the birth of a design idea alright so Joe how about you do you want to talk a little bit about designing and implementing these guys sound and where you even started yeah I think again like working on a dragon is exciting so uh okay I actually haven't worked on dragons prior to this that was pretty awesome wait you didn't I had not actually done dragon before now so this is kind of like in the past sound designer extraordinaire and former audio director drew Katie kind of covered that so he said a high bar for me to kind of match and uh of the nice kind of approach so I had a little bit of reference of what dragons and serious sound like and I just kind of get my own approach and yeah so a lot went into the dragon one thing to call out is I mean I did all the audio the most part and then also another senior sounds on your Chris Burges helped out with the footsteps designed the footsteps for that and that was an interesting one because we want to make the footstep sounds different from other mounts so we kind of want to get the weight of the dragon it may be it's not literal but just kind of like figurative like the dragon yeah what that would sound like give me a little more oomph and Chris also had a great idea too in a previous Chris's also our go-to cinematics audio support so in the previous cinematic he had a I think was Keith's branding with Orion oh yeah he really wanted to focus on the kind of a claws and nails of Orion so he added some kind of crushed eggshells to that kind of get that clickety sound and a little bit with debris like rock and stuff so he suggested that be a nice layer for the dragon to make it they like a little different so we added that and kind of come up the idea maybe really accentuate that on the hard surfaces so if you're walking around with your dragons flying you're walking around you'll really hear those unlike metals and woods and stuff like that so that was kind of fun and then I definitely wanted to get the wing flaps right I put it like a nice a nice leather layers in there sighs you're gliding you'll kind of get some nice leathery sounds I also didn't want to be too heavy so I kind of soften that out so as you're flying it's not - yeah yeah well do you want to show off the breakdown of some of these yes extremely fun to me designing some gutturals for most creatures a similar approach and it's not just really like all right so Matt's dragon needs a sound and it's not just roar you know someone singled know I sound comes out you want to kind of get the whole motion of the sounds if you think like some kind of animal or there's a little bit of like the pre like breathe in like there and then the sounds like the actual illusion and then you kind of want to have a nice towel a little bit of like the spikes that maybe the spasm of the throw and just kind of like the body just like big exertion and then kind of you know come back to rest so I feel like we need your lamp chimney for this a little bit of that right now actually yeah so yeah design sound is interesting you'll have caught some of our earlier audio segments - sound design you know trying to recreate or create a new sound and it's kind of like pulling in with other assets you have the sound in your mind and you know it sounds like cooking it sounds like and all these all these ingredients I want so for the sky scale you know I got like a reptile I kind of referenced obviously pre-existing driving concepts and like a krokodil or something like those one of the coolest and sign animals it's very uh girthy and like a lot of uh yeah so yeah we could take a look at so my yeah so do we have first [Music] [Music] you Wow yeah so I didn't want to go too deep in there by like one of the things that brought attention to it was like you know there's a lot of processing in there but pitch reverb distortion little Distortion some problem I think was it was the yeah anyway yeah just kind of like separating like why don't you give a little taste of this is the sound I pulled from and then just adding a little bit of like pitching it down and and some distortion skips a little more energy and separates a map gasps some of the layers you know I want like friction so friction is great friction is your friend for sound design and for us having a nice Foley room really helps so we can get those gestures and get that the sound we want so like a rubber band on a djembe which is a drum like just kind of like shaking your hand vibrating your hand as you're pulling down which kind of adds to the character of the sound and the map gas which is like a you know welding torch kind of gave us that I went to that sound for like a little bit the grit a little bit like the rasp of the of the sound so I do we have some more you you [Music] you you moved his garbage can on the rug carpet and it was like these alligators just always listen anything like yeah I remember Drew had this story a while back about how he was a visiting family and there was a squeaky door oh yeah at the end of a hallway or something and that's everybody else was just like oh and knowing squeaky door he waited to everybody else was asleep so it would be quiet and went and recorded I did the same thing with the San Juan Island with my fiance justification we have this random house Cinda open the doors a clip screen door it was like this sounds amazing so wait for it to fall asleep my creeped out there and played it around that door and I don't know yeah that's how you get this stuff to answer the incredibly important questions that were just passed wasn't test from chat it was Greek yogurt and cherry jello yeah so it's good that we have a priority you get a completely different sound off of traditional yogurt and never mix the cherries in correct I want to know if this is true I need like a be testing on this Stephen has caused this and I wanted to clarify that you did clean the bellows out because it's concerning me a lot because I go in there sometimes very yes think I might still be red but you have the jello is interesting so with the believe of the yogurt had the nice little gala P sounds I kind of added that to like the towel the cow saying of the sky scales got a roll so you can't get that as me throat I just think that's a nice way to design and then with the G yellow was a very light kind of bellow movement so it was kind of giving this airiness to it so I think what's interesting about like kind of like breaking these out for people I think I'm a bio sauna but I you can see here's all these sounds in isolation and you're just like you put them all together and like you don't maybe you can pull pick some out you know now that you've heard them in isolation but just like in as I design it you know it's just very interesting just legitimately I had no idea there were that many layers in it it's there's a good amount yeah there's a lot going on there yes um speak did we have another one or was there two more we have two more okay look yeah let's do another one [Music] you [Music] you you you [Music] you have a lot of weird stuff in that room I just I just want to say anything goes just it goes to making such cool stuff next one real quick you [Music] I didn't mention in the stove door I remember we got that stone - we're still in our room I did a little pitch envelope so I just kind of draw in a quick envelope for the pitch so it's not just the screen so kinda like screeching it's kind of like I want to get that gesture yeah there's a lot going on there Wow yeah I had no idea the crow I thought the girls funny fauna it's actually I good me it's across aisle but I push it down a bunch and just kinda Foreman sound like you the funny thing is I can still recognize the crow just because we hear them so constantly here absolutely think so there are how many layers were into that last one did I count eight oh I lost count the car actually the car engine Rev was funny a kind of a guy knows I'm designing I'm like I'm pulling people and I'm getting a lot of reference from my team and crosses the playing area you know and another senior technical sound designer Keenan C came in and like a car engine are you talking so I threw that in there like perfect this is great yeah so did you already have that or do you have to go out to the parking garage she already has car okay I didn't have it I would have yet but yeah that's fair you know what while we're on the topic of audio something that you had called out about part of the collection was the musical callback mmm to various battles my one little design suggestion for the collection was I did the implementation on the talk to your egg aspects of the collection where you bring it to heart of thorns I'm completely blanking on the name of the the McGoohan struggle you bring it to the jungle and tell it how you defeated mordremoth's you tell us how you defeated Balthazar and Keenan was able to put together some little callback cues for that that just absolutely amazing do we have those we do have those okay so let's listen to those [Music] [Applause] [Music] [Music] [Music] that was such a good musical cue I like I like that you guys work together on that just reminiscent of each battle it was just an amazing job kudos to Keenan for that and yeah I was really as I was putting yeah as I was putting together we knew that we couldn't have voice for these so it'd be great I thought it would be great if like we could at least have some explanation almost of what you were doing right there and the audio was the perfect thing for that okay so I went to hit up questions here shortly but you had commented about the name of that we've been saying dragon this whole time and but there was like some work that went into that particular thing there was I've been every time somebody says dragon I have this little flinch internally because I got like multiple weeks of training almost on sky scale remember it's the sky scale and there was like there were actual passes over all the content that went in both for the collection and I think for the map itself that we're like did we call it a dragon anywhere make sure we didn't call it a dragon anywhere it's a sky scale I'm sorry I know this isn't how it works but I'm just picturing a giant fine to replace for much of its lifetime in development it didn't have the name it was the dragon I had to actually that was one thing while I was placing all the content for my collections I had to keep this list up in a window of the real names of the maps the flavor facing games maps and the internal names of the maps internally it was like a devil idea every time somebody uses one I'm just like no I need you to translate that for me because I've only remembered about half of them mm-hmm so and then we keep having new maps and I don't know those names either like I don't know point to it all right so do you guys want to talk about some of what our players in the forum's had questions about all right all of these are exhibit list I'm sorry I put them in order so you guys could read them easily Joel you're up well I will I'll take four and then I guess see when you can take the last one yeah from there how do you balance mountains yes pretty broad question um there's there's no I hurt or fast rule on how I do it I'm not the only one but I I usually I look at like the first the first thing I like it like let's say that the basic design of the mountain is like an we know that it's trying to solve this problem approximately and then it's like okay well I like for example you look at like like a raptor Griffin or something and it's like how good is it at solvent like getting across a canyon and like okay well like just or jumping in the air and you start tracing out the path of Italy okay well what's what's the arc look like how far can it go how high up on something can I get and then you just start finding different places in the world it's like should I be able to get on this can I get on that or I could get on that should I be able to get on that kind of stuff it's it's a lot of sort of fuel and eventually gets into hard numbers but for a lot of the initial work it's just kind of a just try it just play around with a lot I can also actually speak to this one a little bit because I did use some of the mount movement for path fire itself and Joel and I were kind of like the devil and angel sides of Mount Mullen where Joel is a big proponent of making it better where better is like more exciting and more fun and I am that quiet voice always saying do you realize how much this will break and then especially after I took on some of the skimmer movement stuff I've always kind of had this little glare now again like you're not going to make it worse now are you people aren't going to stop using this and so there's there's that a little bit of like I think part of the balance is making sure that every mount does have its place that it is especially like going forward you always have to look back at the existing Pantheon the mounts like look at well I do have we outclass have have we outclassed something to the point where no one's going to bother with it anymore because if so that's that's that's a problem and like every single like this the sky scale let's say I'm gonna use the right it's very good at going up to the point where there was a concern that it would completely displace Springer and so one of the compromises okay well what if we just made this burgers Hertz faster so it's better if you guys guys might be a while so some sometimes the correct answer is to go back and look at the the mounts that are getting stepped on a logo we can do we can bring this up a little it's actually safe to do so maybe we're a little too conservative or initially it's like that's actually okay to to make this a little better and then sometimes the answer is okay the new one there's like it's completely blowing this out we got that mm-hmm there's no singular rule why also I actually sorry I'm writing it suddenly from puff-puff development I really appreciate I don't think players ever saw much of this but the sky scales engage skill is actually a callback to some of the early engaged skills that were being kicked around Oh or some of the tests that were being done for mounts and like mounted combat skills almost and I just remember you flaming everything in Queens Dale with uh with burns coming in and breathing fire apparently yeah that's Gabe yeah that that was that was like early mounts development before we even had a strong concept of what we wanted to do yes like well I would what's the thing you're gonna want to fly it's gonna be a dragon so when found the Weaver and it's the closest I could get and every legendary wyvern you weren't screwing around I mean if you're gonna burn stuff and yes still every time I see sky skill engaged that's the thing that I call back to my head so I always kind of laugh at that one video because he you know you bring in that legendary tail - he's emulating everything and there's one bandit going a little help dude it is far too late done here the kid who's like I'm gonna get you you chicken you don't know what a chicken no that's not how any of this works that was super fun so how about that second one actually Stephen would you like to take guys because these are all gonna be me except for the last last question I'll jump in on last one then I'm sure so there are a couple of reasons why the collection begins at the end of the reason at the end of the I can read the question sorry for those who haven't seen this the question is why did you decide within the quest then begin the collection after the end of the episode instead of when you first meet the sky scales and primarily there are story reasons for that we need gorrik to help you through the entire collection gorks very busy during the storyline of Dragon fall the sky skills don't get sick until the events of Dragon fall I'm not going to spoil those events but for story reasons it made the most sense to place the collections beginning after the episode itself has completed and it also gave us the opportunity to give players something to do after the episode it's nice when players can actually play through the entire story and there's just some concern that if you start a collection in the middle of this story the players some players will go off and divert themselves with the collection and never come around finishing the episode so we just really wanted to make this an epilogue and something that you could do to further explore the story of these creatures once you've finished exploring the story of the map itself that makes sense so there's more to do after you finish the story exactly okay I will answer third one there okay so there's a the question is will there be adjustments to the overall mechanics of the mount I mean it's pretty broad question no with exceptions so it's so that the the main concern I've seen raised in in various discussion forums is it's actually pretty it's a pretty specific thing but a lot of people want to work which is when you mount this thing in the air after you use an updraft I have to use a jump mushroom you break out of it that cetera we had made we being me had made a change to Griffon where when you mount the Griffon in midair it sets it's effectively sets its altitude ceiling to where you mount up so so back up that much stuff so the way Griffin has this concept of a soft ceiling where when you are pitching up there's no like hard cap but the gravity starts to crank up after you get a certain amount over where you started for the clean the idea being you have to at least get up onto a cliff in order to be able to get to that height anymore so you can't just like go super high yeah and so the mechanics it's fairly generous when you're trying to recover your ltitude when you pitch up again you can often get up higher than where you started but there is this this soft ceiling that will keep you from going too high and so what happened as people take a jump mushroom and they'd Milan the Griffon and then dive and try to pitch up and the ground point be way down here so they could and they couldn't actually counted so the solution to I was fine we'll just set the ground position wherever you mounted no problem this guy so doesn't have that which is partially an oversight I thought I'd I thought I'd fix this but it just kind of slipped down to the Ritter but now I was thinking about this yesterday is a how to actually solve it it's actually complicated so right now this guy scales a flight canopies based on its last ground position and if we were to reset that to its current position when it mounts up suddenly your L stood would bump up a lot and so what people would do is they would fly to max height ejector seat mount back up again and now you're Ella stood cap bumped up but the full flight cap and then they just keep doing that forever so the ejector seat is that's a person my fault every time Joel says it's complicated I get this little twinges yeah and I'm just like this is gonna get good yeah they're details sorry they're details yeah the ejector seat was uh that was III signed off on that one that's how--that's am i doing and I checked your seat is the next gym store chair right yeah also possible boy was it's what's the actual in-game name I don't again this is this is the in-game names versus internal names it's callate yeah on the faith undershirt that's what it's called okay and so so that alone isn't a solution so like okay well what if what if you say fine you can take your current position and then shift it down by your max altitude tight with their bouts and so when you mount up in midair you'll just be sitting at max altitude but you can you can still like flap down you're not super far on the red that's fine except that then you can go okay well you can still jump pretty far up a wall you can like wall top wall hop on the bigger wall top wall hot then you're way above your intended functional ceiling then you eject your seat and rebound and you're still way above what you're supposed to be even if that you inside adjustment place so suffice to say it's complicated working on it well we'll see it is it is known you don't need to keep telling me I know otherwise it's it's supposed to do I think I think a lot of troubles people running into is they just haven't flown for very long because for very long and there there's some like there's some hidden features on this thing that people don't know about like um I'd mentioned earlier that it's designed a lot of what it's built to do is to move along walls or between walls that's sort of its whole schtick and it's actually it it that makes it fairly different from other like Griffin or beetle which are very averse to running into all this things like no I want I want the walls that's sort of the terrain that I interact with but there when Alena and I were talking over this before we were in order to keep it from we wanted to be able to do to do this sort of like wall traversal but not also be able to just assign the vertically like we used to go the durmand Priory and just can you go all the way to the top if the answer was yes it's probably broken and so the solution that we came to was all right if you move away from the point that you last wall jumped you will gain energy faster your jump energy will come back faster so you're encouraged to move horizontally rather than vertically you can go vertically but you're you you get more out of it if you move that way so just something to keep in mind when you're trying to play plot out okay can I get through this is if you keep moving you'll get your your jump dues back pretty fast little details anyway so sky skill hints alright what else my questions are up here yeah I can talk about the collection requirements a little bit so to the best of my knowledge actually the sky scales movement and its collection were designed largely independently but given that they were both designed by Alena they're independently by the same person independently by the same does things at different times real quick the question was when you were developing the sky skill did you have the collection requirements in mind or did that develop over time thank you karyam sorry that said the collection got an entire design of its own and honestly when I started implementing it I was amazed by kind of the depth of storyline frankly that aleem II was able to put into the collection and the way that she was able to really make it feel like an activity in its own right and not just kind of not not only a scavenger hunt yeah I can see that okay let's see a whole lot I do questions in here sorry yeah so I guess like it's like those top two there and they're basically the same concept so the probably the question is so what is the reasoning behind this the the way the flight mechanic works like why is this canopy in place and the first Lego what what breaks if this thing can just arbitrarily fly anywhere and it's it's kind of a deep philosophical question if you really want to get into it we do the D which I guess we do these comes back to the angel in devil to some expression right so some of it is the I guess the the most reduced form of the answer is our game is built around interacting with terrain like it's like super broad philosophical we interact with trying like beetle rolls down hills you spring her jumps up things wrap your jumps across things even Griffin which is very good at flying you still have to get up on to something and then dive off so you still have this initial interaction with with earth rain if if you have a mount that can just start from any point and then go up and then you never need to touch ground again you're no longer interacting with the world that we've built you're just kind of floating out free and so given that like we want you to do that to some extent it would it would work on where they go and also completely displace all the other around so you could just you could get anywhere you could just I don't need I could ignore all of these train problems and just just start at any arbitrary point up over and down yeah and like there's a there is a phrase that gets kicked around the studio a lot joy of movement and frankly flying some people do get some joy in like the raw flight but it does get very monotonous after a while and having that variety of movement really is at least for me more enjoyable overall than always having the one thing that's the best at doing this stuff and you can make the candidly the hypothetical account agree more like no Griffin can fly if everyone it's a Griffin you have to work out a little it's not like super hard but you still again you still have to start somewhere and then you still have to every once in a while refresh your altitude like refresh your velocity and so you're still you're still interacting with something whereas sky scale was built to be a hovers wherever you put it that's kind of its thing there's a lot of skill and flying Griffin well too I see those videos of people doing like the collections through Divinity's reach and just my job well and and what's fun watching those is there they do that it's always close to the ground those are the fun ones to watch when you're really really low really high risk of hitting something same with beetles going through tight turns and stuff like that is like there's there's always this sort of risk factor and sky scale was built to be to not have that sort of risk of like if you hit something it's okay it's it it's fine with hitting walls it wants to take walls and so to give it to have that on top of being able to just kind of just fly wherever would make it ultimately kind of not interesting so that's that's how it ended up how it is that's that's just that's that's a good answer there works see I kind of like that first one I feel like kind of everybody can picture that so the question is how do you test maps to make sure that the mounts don't break them before we had Mountain game do testers have some sort of mount like exploration mode the short version of that is that we had mounts for a long time before players had mounts and there was a very extensive QA pass on existing Maps to make sure that mounts did not blow out too much and there's also been a lot of post facto retrofitting of the inevitable bits and pieces that we missed over time where mounts proved to be just a little bit too good at some things and a couple of no mount zones had to get tucked in here and there yeah I was when I read that question one of the things I was thinking about I think about how long we've been working on this and I remember it like way back in the early days of testing mounts it was just like this Raptor one of the things that we've talked about a lot in our game is how the mounts they have weight and they feel like the animal they are and they have there's there's thought that goes into their movement and I remember the very very early days like the Raptor was just this thing that didn't have animation it wasn't moving and it was just like skidding around the map and it felt like a styrofoam statue because it was so light and that's that's how long we've been testing those and working on them behind the scenes for ages good idea the styrofoam statue no you just use permafrost on the whole thing and you've got it yes it's I don't know if you guys have seen any of these like characters or mounts that are all yeah yes it looks like there's something wrong with the game yeah that's basic answer though lots of time as is answer with many things you spend lots of time yeah that's how you check for breaking the mouse I do like the permafrost roller Beautiful's I'll say just like giant snowballs rolling around the night ah that's right you know we have a tonic if you want a giant snowball talk to me after yes we can do that too but yes I like the permafrost roller beetle you're not gonna miss it I mean like you're gonna see it coming holy crap okay what else why did you decide to remove cork and the sky scales from the stables after the collection it's after the collection is complete cork has things to do in place that he wants to be and gorg has his own life left to live and I cannot hang around we are stable forever yeah if we trapped him there forever that that kind of pulls him out of being able to do anything else as for the sky scale that is a very good question and one that doesn't have a good answer right now except that hmm maybe they shouldn't look into that all right that's fair let's see what else I think that one's for you Stephen and the next one the middle one any chance that the activities you did with your young sky scale could return do you think you would ever consider adding some type of minigames and Suns refuge like the ones in the collection without making any promises here I know that I asked Alena about this and she would love to see possibly some adventurers made out of these so I can say that we are also thinking along these lines and personally I would like to play catch with my sky scale pretty much as much as any player out there I think so yeah if time and resources were infinite if time the reef or resources were infinite it would absolutely happen yeah all right any more I do not know the Lord yeah there's a lore question as to where the sky skills came from and my understanding is it was Crocs magic but please don't hold me of that I don't know the details like Tom's out there somewhere we could go get him don't go get him he's probably worried about falling from the magic of coming from the mist in materia and crashing all those different all right and those are for later so all right do you guys have anything that you want to add I will think of it about five minutes after I walk isn't that what happens you can bus back in the room don't do that probably won't do that all right well I'll tell you what you guys stick around with us for just a couple of minutes while we get our next round of deaf guests up here and I will let you all get back to work thank you so much for sharing this with us that was that was really fun thank you it it's always a pleasure thank you all right thank you guys just a car be right this [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] hi guys welcome back thanks for sticking around and waiting we are going to jump into the next segment where we have artists and animators and we're going to talk about the look of the sky scale and the design so why don't you three go through introduce yourselves tell us who you are what you do here to reading it and what you worked on for the sky scale okay hi I'm Kate file shifter I'm the creature art lead on Guild Wars 2 and I was mainly responsible for doing art direction and concept review for the sky skill I'm Brian Walter I do animation and I did animation on the sky scale I'm Pete egg berries as the creature artist on the sky scale so I took it from the concept to the production that's it alright so let's just kind of walk through the design a little bit we started with the Griffin rig on this right yes yes okay and this was I think it was Pete mentioned that the concept sculpt came we you were given the concept sculpt and then started working with that yeah how did that go lovely okay yes so um it went really well the concept skull was awesome normal procedures just to make sure that everything that was done in the concept actually fits the Griffin rig since it's based on the Griffin Drake's you make sure the joints are in the right place and you know the jaw functions properly which is you know a bigger deal and it sounds like really yeah things like that so what is it like if it's not fitted properly well just I know it's sucking like just fall off yeah I mean it's like a huge deal but like and the concept sculpt down and see it was closed but I want to say in our default one it's open a little bit so you just want to make sure all that stuff's right because it's not it'll break animations down the line that are expecting it to be a certain position from the get-go yeah like the skeletons are in what we call a zero pose okay so that's like all the joints are zeroed out and the game uses that for the rotation on the joints as the base so basically what happened is since it's based off the rake of the Griffin the Griffin zero pose had the mouth open but the dragon had it closed so then when those animations get put on it the mouth is an offset from where it was so the mouth starts doing weird we have to do a couple back and forth like okay what wait okay we needed to be open so that these animations of them chomping the fish actually worked great oh yeah because that's a super-fun fidget that's a really fun idle one it sounds relatively simple but it's like a very minut detail that you have to make sure it's skinned just right otherwise like things will get off very quickly like the mouth will overshoot the skull or the mouth will just always hang open and you want to make sure it fits just right yeah the eyeballs are in the wrong place in the orbit around the joint the joint for the eyeball you know the aisles a flyout of the headers yeah feels like a big deal yes yes little details I'm sorry I'm horrified wait we need those such as eyeballs staying in your skull very important something that you mentioned and this was just this entertained me and I feel like it's not a he as huge of a deal as your eyeballs flying guys your skull okay I'm not moving past that anytime soon but we actually got his it's teeth weren't showing well am I telling this right yeah more or less so the concept scope just didn't really have obvious teeth like it had like a gum line here and so yeah I think we have an image we have images it's what you're looking at is over here okay oh okay so we had grandpa well I think there's yet on the left there yep yeah grandpa dragon yeah so we we didn't give them dentures so much I guess we gave him actual teeth we want to make sure you could see the teeth even when his mouth was closed I mean there could have been teeth inside of his mouth like a normal animal but we wanted to you know make it a little bit more aggressive and you know dragon like he looked he definitely looks fine as he is but just to kind of get so that coolness factor across you just wanted to make them be more like a crocodilian about same thing yeah just for the fun of it yeah I had noticed there were some other changes on there too do you want to talk a little bit about some of the iteration of the appearance because I know you went through some different things that you considered oh sure yeah well if you go back to that image for example the one on the right was an earlier one the whole concept with fur with this guy was to try and have something that felt heroic felt strong powerful badass and made you feel heroic strong powerful and badass without being villainous without necessarily being ugly so the one on the right is like a little bit more villainous looking partially due to his kind of almost like vampire jaw still really awesome but uh went and did the one on the left instead with the addition of some crocodile style teeth of course I'm okay with the crocodile teeth so what else let's see we had we had some conversation about finding the proper wing size and that was like a whole odyssey wasn't it yeah yeah I think Brian can speak a lot yeah so mounts take a long time to make so yes no you just left them together and it's easy so utilizing the Griffin we wanted to save time because he already had a bunch of animations yeah and so however the Griffins we also wanted the dragon well sky scale to stand out you know and not look exactly like the crest sure so there's a lot of posing changes we can do there's some adjustments to the animations we do but also just the silhouette of the character we wanted to make feel more like a sky scale like a dragon so we played around with the scale of the wings to kind of emphasize that shape if I hadn't click it to the next one and we can take a peek at what that was like I didn't you should be good mark can you kick it forward for us okay so well I well I have my argument with this besides the wings what else were you what else did you work on to give it that slightly different look so there's the base idol pose for one the Griffon stands very differently than the sky scale stands so I was just figuring out that base idol pose was the biggest silhouette change and then the Gryphon runs very light you know it's very bird-like so his run animation is very light so using that run on the sky scale we had to kind of mess with the curves and make him a little heavier tone down some of the motions so he felt bigger and more dragon II okay that's fair so he just feels more solid and that's like what we were talking about in the last segment in that they all have they've got different weights and they've got that feel of what they are and not just this very light bird-like thing yeah much much heavier set of a guy like riffin partially also to differentiate out there flying in playstyles the Griffon is smaller wings lighter much faster and more so used for diving and crossing areas pretty quickly a dragon is or like your hover vehicle for navigating more precisely okay - and I actually I managed to get this working so let's take a look at some of the other concepts that you guys work and I'll just let you I think that was you Kaitlyn okay I'm still thinking really hard about this so sorry okay I apologize for my first no that's a first for me I'm kind of proud of myself I'm realizing I've managed to never do that before I'm very sorry but I will let you talk about the concepts on the different appearances the head on the sky scale oh sure yeah for this we're trying to just find out some different takes to go on this guy all kinds of crazy things from Jim Van Bogart that was the concept artist that we had on this we ended up focusing on horns and they were focusing they were oriented more forward just to get that kind of like attack battle-ready sense to the guy but also as a technical constraint we knew we wanted him to have a very prominent like very iconic kind of s-curve to the next kind of classical classical Western European dragon pose to his idle pose and that puts his head relatively close to where the player is going to be sitting so it could be a problem on say char or Noren type characters if his horns are very large and are facing backwards and swept-back and just stabbing you getting stabbed in the neck by his horns but um we toned it down from some of these just to have more of a try to have a balance between like a classic horn look and something it also frames the face satisfies those technical constraints and looks cool and badass but also not looking like to too evil or like too unconventional yeah like you've got this terrifying creature that could turn on you any instant yeah is not the look we want yeah one of the top left ones up there kind of makes me think he has a spider on his head no I can't didn't see it oh gosh still cool just a different approach yes there is okay yeah that's the spider head now in my head I'm terrified what else what's the next one oh this is another earlier take where you can see a little bit more of the I think in a previous guild chat I mentioned that there are some aspects of the neck that were kind of based off of snakes and cobras you could see that a little bit more on this guy he's a little too thin and I think that's the reason we went with the other approach he's again still cool but a little less classical dragon not quite as beefy and buff as we wanted to go for the one on the left you can really really see that snake-like influence yeah and then this also this guy also looks a little bit more nefarious than the final version we went for we want your sky scale to feel like he's definitely a badass but he's also still your friend and your partner and you could probably pet him without him biting your hand off yeah just give it fish give us some treats so the next one is one that I'm really interested in talking about just one design direction that we were thinking about so I'll let you move it forward and talk about that one yeah so this is from when I guess I can say spoilers now when we were trying to figure out how to justify these dragons existence how they're going to be generated from croco toric crashing into the ocean and that impact creates this whole new land an area that you explore it also creates these dragons so you're thinking maybe they would be more geologic slightly and some of the aspects of their features maybe they would have rocks on them or crystals or like this but um it ended up making them feel a little too evil too close to branded and not got event Oh got further away from also that kind of classic western european style dragon that we wanted to go for for the for like the the default the base dragon we really wanted something that you could that wouldn't that would mesh with as many different kind of personal player styles as possible right like your personal aesthetics for your character and could work in as wide a variety of those and then like maybe with the skins later we'd offer some more pick things to style it directly towards whatever style you're going for with your character yeah I can see as the branded look is really fun excuse me the branded look is really fun it's interesting I love the look of it personally but it also looks like something that we've been trained to see as an enemy yeah years and years now yeah that was that was primarily well one of the reasons why we shied away from doing that yeah and I don't feel entirely comfortable being that close to that particular thing yeah maybe if your character is styled like a necromancer or evilly dude then maybe you'd like that but again it's trying to make it work for like the widest variety of players to start with right and then also again to feel like he's your partner he's her friend he's not like some offspring of Crockett or ik this guy that you just yeah no hard feelings about that Crockett or yeah killed your dad don't worry about it it's fine he was bad let's trust us we're your new dad oh I can see how this would be a risky proposition like how long are we gonna be able to keep this up before everything that was terrible yeah just raise them that's a baby and never tell them the truth they'll be ok I'm sure I see no way that could go wrong so we do have the wing size up next I'm gonna have you sure if Pete yeah you can use the magic rope yeah so all right so here's our dragon sky scale at his shipped state his wings are scaled up to 1.5 times what the Griffin is that was just we're having fun yeah and so we wanted to see how far we could go right Hey so I was like okay I'll just double it and I mean it looks cool it animates it's fine but then they get a little too big and start clipping into stuff and hitting things they probably shouldn't iteration for how he looks on the ground right when he's running and yes huge things like air awesome on the ground like wait why have these huge things this bird and of course shrink I'm super small because we just wanted to see what it could do and this one just speaks to me being animated so he's trying so hard I feel like at that point there's like a limit to how big of a player character you could put like you get ignored up there he's like no please stop I feel like it needs to be going hyper fast like a bumble bee or a hummingbird yes can we can we get on that I would love to see just that particular animation like hummingbird like just because he's trying so hard to stay on point oh yes so the way we scaled the wings is through the animation like the joints of the wings I just can scale them in the program up and down so this way we inherit the animation that exists from Griffin and then oh now we just scale them up and they're bigger right and so you get those glides and then well obviously we had to add the new like hovering and all that stuff yeah I'm sorry I keep looking back because I love the tiny little wings just working I just wanted to be going super fast struggles it looks like they need to right yeah okay so we got through the wings the look of the tail and scales that kind of thing kind of ping-ponging off what Kate was saying where did you where did you start as far as what those were gonna look like hmm that's a good question um well I I mean I took what would James had given us which was pretty cool um I kind of had like a gecko a vibe to it to begin with so I kind of just sort of went with that because I thought that would cool made sure the spikes were pronounced and everything because it's a dragon yeah and then as far as the scales went he had put in a lot of like kind of you know archetype scales too that were kind of larger and kind of just you know give a lot of character and then I tried to complement it with some smaller ones along the belly just to give it you know a little bit of contrast put some bigger ones in the front just to kind of also make contrast from the small ones that are also in the front but yeah mostly I just trying to complement the concept with that those kind of decisions that is something that I've noticed I have spent probably more time enough time to make it weird just looking at what the different parts of it look like especially after I talk to the three of you looking at the different sky scale patterns and they're grading up and down looks really good you can tell you put the time into it like um so it looks fantastic and it's one of those it's one of those little details to just kind of take some time and look at and not just kind of pass over it and take it for granted because the work you guys put in shows thanks yeah scales are very important fun dragon thing that takes the longest really yeah it's just like you putting the amount of detail into them and you don't want to just use like stamped information it never looks quite as good as something that is more home to the actual specific to the actual underlying anatomy and then the actual like block out so everything kind of needs like to be personally touched up bone okay that makes sense all right well um so I have a last question for you guys what was your favorite thing about working on this make it a dragon dragon I don't know we're not supposed to call it that I'm sorry Steven yeah you got to make a dragon yeah I uh that's my favorite thing that I do here at the studio would do it all day every day if I could world of dragons yep I think my favorite thing was doing the fidgets we throw the fish oh that is really funny how did you decide okay this is what it needs to be uh well a lot because fit sir where you can really sell the personality of your mouth and people have really liked the interactions of fidgets we've done in the past so trying to grab your shaking you yeah yeah so getting that moment with your mouth really ties it together I think I was talking to Kate one day just like hey do you have any ideas for fidgets like she's super into animals and behavior stuff so just getting some ideas and stuff and I think we had mentioned oh yeah feeding it and so originally we were talking about oh maybe it's like a fruit or something but then our fix artist Nick he he rigged up a fish and had some bone constraints so it's all floppy and he attached that to the point so it looks like this cool fluffy fish guys made it way much way cooler so okay that's super fun yeah Australians gotta be carnivorous he can't be feeding it yeah what's another point you have a leaf this is how you get eaten yeah this is a friendly dragon yeah so let's keep it that way yeah I like that and just see the little idol blowing flames just because you know I don't know cuz I can he's got it right you gotta put you gotta put all the dragon into all the animations it's very true how about you Pete um I mean I'm not gonna lie I was gonna say making a dragon as well it's valid right um but also just working with Brian was really fun because we set like right next to each other and like when you're trying to figure out the wing scale and all that stuff it was pretty hilarious because we just changed right on the screen now make it tiny cool all right do you guys want to talk about those sure to questions from the forums yeah it looks like the first one we may have already addressed talking about the horns what considerations went into the kind of horns for this guy's Galen yeah stabbing the player yeah mix of like technical animation concerns with various races that could be sitting on them and the size that those various races could appear at and then also something that fits the kind of character that we're trying to go with that unique butts the classical cool-looking but not necessarily you were looking and then the second question there are the similarities between the appearance of the sky scale and the griffon intentional or a byproduct of them sharing the same rig so yes no a bit both there are some things that we probably would have done no matter what such as like Nessus such as say the scale of the dragon trying to keep that in line with the other mounts the other mounts are more or less the size they're at to fit various players but also also to try and like split somewhat of a gate on how much clipping with the environment we want to allow yeah yeah and we probably would have made it a hexapod that's like a six-limbed dragon rather than a wyvern which is like a four-limbed dragon pretty much probably no matter what because we wanted that kind of classical Western dragon body type which lends it of course to you looking somewhat like the Gryphon when it's running around on the ground and where we really tried to differentiate those two is their play styles and how they animate and fly around when they're in the air okay how about you guys already Caitlyn cake cover it I mean this is something we kind of do all the time yeah this is something this is a very common practice in video games is fitting something else on to something else because you know you don't have all the time in the world to make every single thing you want to make so there's plenty of games and our game as well where you're you have a slight constraint of fitting a thing on to a skeleton but we get away with such crazy things on skeletons that you wouldn't even be able to notice if it weren't for like super iconic animations like you see so well it is on the Griffon wig I think we did a great job of making it still feel you oh I completely agree and that's something that we've talked about on the show before as far as using existing rigs for things you could like painstakingly handcraft every tiny thing from scratch just for the sake of painstakingly handcrafting every tiny thing from scratch but I feel like nothing would ever get done yeah I'd I'd spend like I'd have my custom if if I could wave a magic wand and like hire a bunch more people we'd have like custom rigs and custom animations for absolutely everything but we probably would never ship any content we even have a really good time yeah not awesome well thank you guys so much for spending the time with us I appreciate it do you have anything else that you wanted to add about the Griffin look or the sky scale you could also add about the sky scale I've already talked about the Raptor if you want to I think between this and the last guild chat covered although yeah mixer agent I have at the top of my head all right well thank you all and Kate got to learn Tony's and what was this Anna Toma Toma Toma tone look it's it's the brand name oh okay yeah it's actually a thing so alright thank you all for spending some time with us thank you all for spending some time with us and asking your questions about the sky scale and letting us speak to it a little bit all right we'll see you all in the next Gil chat yeah thanks guys bye guys thank you [Music] [Music] you