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Blizzard talks Starcraft II art design
A panel of the Irvine, CA-based studio's top artists discuss the art design and environments in the newly announced Starcraft II.
By Andrew Park, GameSpot
SEOUL--At the 2007 Worldwide Invitational event, Blizzard Entertainment is offering tournament play for its hardcore fans and open panel discussions for its inquisitive ones. The company's senior artists, including senior 3D artist Dave Berggren, senior 3D artist Allen Dilling, senior 3D artist Trevor Jacobs, lead technical artist Rob McNaughton, and senior art director Samwise Didier, sit on a panel to discuss how the studio creates art "the Blizzard way."
Didier explains that within the core philosophies of Blizzard art design, "nothing is subtle--every character is over-the-top; every environment is either beautiful or battle-scarred." Says, the art director, Blizzard's characters come to life by means of strong silhouettes, exaggerated proportions, distinctive animations, and "bold, saturated colors" so that they not only look memorable, but are easy to distinguish at a glance--an important quality for real-time strategy units that must often be viewed from a zoomed-out view. Didier adds that at Blizzard, art is something that "isn't finished until the game is shipped"--artists typically work on continued passes right until games are complete.
Technical artist McNaughton then takes the stage and explains how the studio uses a handful of primary art tools to create its games; Adobe Photoshop for texture art, 3D Studio Max for its low-polygon models, Mudbox for its high-polygon models, and its own proprietary toolsets, such as "Startools," to create in-game objects such as trees and other "doodads," and "Scumedit," the updated map editor. McNaughton also points out that Startools and Scumedit will be part of the map- and mod-making tools that will ship wth the game. McNaughton explains that Starcraft II's graphics will be based off of the DirectX 9.0 API will full support for Pixel Shader 2.0, including support for conventional DirectX 9.0 effects such as normal mapping and high dynamic range lighting and bloom. However, though the game will be playable on both WindowsXP and Vista, Starcraft II, in its current early state, does not support DirectX 10. The artist tempers his description of the advanced graphical effects by explaining that although the game will feature advanced graphical effects, it will scale, to some extent, downward to still allow players who don't own cutting-edge PC hardware to play the game.
3D artist Trevor Jacobs then discusses the process of how Blizzard starts with 2D concept art and eventualy arrives at finished models, using the Protoss "immortal" tank as an example to go from hand drawing to rough model (adjusted to make sure the model looks good from the traditional RTS overhead view) to texturing to polish, and 3D artist Allen Dilling reiterates the importance of creating distinctive animations for units. As an example, Dilling shows the Starcraft II flying mutalisk and tiny, doglike zerglings in action, both alone and in large crowds. Starcraft II's units will have multiple "move cycle" animations so they don't all move in unison with the exact same frames of animation; the crowd of zerglings looks especially creepy because none of them seems to be running about in the same way or in the same direction, like a swarm of hyperactive fire ants.
Dilling explains that because Starcraft II is being developed with professional competition in mind, the sequel's special effects will be "tight, fast, and quick" such that they don't obscure the action or slow down your computer. However, "landmark events" like the summoning of the top-level protoss mothership unit will be accompanied by sufficient graphical fanfare to point out their importance.
The panel winds down with a brief presentaton on environments from 3D artist Dave Berggren, who suggests that Starcraft II will take place both in new worlds and in worlds that had appeared in the original game. Berggren shows concepts for the protoss world of Bel'Shir, a lush, jungle planet that had once served as a religious retreat for the race before it was sacked by the zerg--the planet has since become covered in ruined temples. Berggren also introduces Braxis Alpha, the terran settlement that appeared in yesterday's video presentation. Braxis Alpha will be a combination of industrial wasteland and mountainous regions, covered in craggy rock formations and factory-like debris, such as loose gears and turbines that jut out from mountain faces. Finally, Berggren shows concept art of the zerg world of Char (where Kerrigan, the former terran ghost unit-turned-zerg-commander holds court), which will, like in the previous games, be a craggy, volcanic planet covered in lava floes. Berggren points out that although Blizzard's art team is taking advantage of modern texturing approaches to environments by mapping terrains and overlaying photorealistic textures, the art team will also make final passes to tweak environmental areas by hand.
A panel of the Irvine, CA-based studio's top artists discuss the art design and environments in the newly announced Starcraft II.
By Andrew Park, GameSpot
SEOUL--At the 2007 Worldwide Invitational event, Blizzard Entertainment is offering tournament play for its hardcore fans and open panel discussions for its inquisitive ones. The company's senior artists, including senior 3D artist Dave Berggren, senior 3D artist Allen Dilling, senior 3D artist Trevor Jacobs, lead technical artist Rob McNaughton, and senior art director Samwise Didier, sit on a panel to discuss how the studio creates art "the Blizzard way."
Didier explains that within the core philosophies of Blizzard art design, "nothing is subtle--every character is over-the-top; every environment is either beautiful or battle-scarred." Says, the art director, Blizzard's characters come to life by means of strong silhouettes, exaggerated proportions, distinctive animations, and "bold, saturated colors" so that they not only look memorable, but are easy to distinguish at a glance--an important quality for real-time strategy units that must often be viewed from a zoomed-out view. Didier adds that at Blizzard, art is something that "isn't finished until the game is shipped"--artists typically work on continued passes right until games are complete.
Technical artist McNaughton then takes the stage and explains how the studio uses a handful of primary art tools to create its games; Adobe Photoshop for texture art, 3D Studio Max for its low-polygon models, Mudbox for its high-polygon models, and its own proprietary toolsets, such as "Startools," to create in-game objects such as trees and other "doodads," and "Scumedit," the updated map editor. McNaughton also points out that Startools and Scumedit will be part of the map- and mod-making tools that will ship wth the game. McNaughton explains that Starcraft II's graphics will be based off of the DirectX 9.0 API will full support for Pixel Shader 2.0, including support for conventional DirectX 9.0 effects such as normal mapping and high dynamic range lighting and bloom. However, though the game will be playable on both WindowsXP and Vista, Starcraft II, in its current early state, does not support DirectX 10. The artist tempers his description of the advanced graphical effects by explaining that although the game will feature advanced graphical effects, it will scale, to some extent, downward to still allow players who don't own cutting-edge PC hardware to play the game.
3D artist Trevor Jacobs then discusses the process of how Blizzard starts with 2D concept art and eventualy arrives at finished models, using the Protoss "immortal" tank as an example to go from hand drawing to rough model (adjusted to make sure the model looks good from the traditional RTS overhead view) to texturing to polish, and 3D artist Allen Dilling reiterates the importance of creating distinctive animations for units. As an example, Dilling shows the Starcraft II flying mutalisk and tiny, doglike zerglings in action, both alone and in large crowds. Starcraft II's units will have multiple "move cycle" animations so they don't all move in unison with the exact same frames of animation; the crowd of zerglings looks especially creepy because none of them seems to be running about in the same way or in the same direction, like a swarm of hyperactive fire ants.
Dilling explains that because Starcraft II is being developed with professional competition in mind, the sequel's special effects will be "tight, fast, and quick" such that they don't obscure the action or slow down your computer. However, "landmark events" like the summoning of the top-level protoss mothership unit will be accompanied by sufficient graphical fanfare to point out their importance.
The panel winds down with a brief presentaton on environments from 3D artist Dave Berggren, who suggests that Starcraft II will take place both in new worlds and in worlds that had appeared in the original game. Berggren shows concepts for the protoss world of Bel'Shir, a lush, jungle planet that had once served as a religious retreat for the race before it was sacked by the zerg--the planet has since become covered in ruined temples. Berggren also introduces Braxis Alpha, the terran settlement that appeared in yesterday's video presentation. Braxis Alpha will be a combination of industrial wasteland and mountainous regions, covered in craggy rock formations and factory-like debris, such as loose gears and turbines that jut out from mountain faces. Finally, Berggren shows concept art of the zerg world of Char (where Kerrigan, the former terran ghost unit-turned-zerg-commander holds court), which will, like in the previous games, be a craggy, volcanic planet covered in lava floes. Berggren points out that although Blizzard's art team is taking advantage of modern texturing approaches to environments by mapping terrains and overlaying photorealistic textures, the art team will also make final passes to tweak environmental areas by hand.
gameplay details
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Blizzard talks Starcraft II gameplay details
Blizzard Entertainment's top creative talent discusses Starcraft II gameplay details at a panel discussion at its Worldwide Invitational event.
By Andrew Park, GameSpot
SEOUL--Believe it or not, even though the Blizzard Worldwide Invitational 2007 event is home to music concerts and some of the biggest game tournaments in the world, one of the most intriguing activities is actually sitting quietly in a theater. Three of Blizzard's top creative talents, creative director Andy Chambers, senior game designer Dustin Browder, and vice president of game design Rob Pardo sit on a panel to discuss gameplay details for the company's newly announced sequel, Starcraft II.
Pardo begins the discussion by revisiting several of the studio's previous games, going back as far as Warcraft II, which the vice president cites as the first Blizzard game to garner a significant following as a competitive multiplayer game. Pardo explains that the original Starcraft arose from the team's desire to create a fast-paced real-time strategy game like Warcraft II, but in a different universe, then describes how Blizzard's subsequent RTS project, 2002's Warcraft III, took a very different approach by offering slower-paced gameplay with smaller armies, hero units, and many units with activatable abilities to appeal to "the average gamer." Pardo suggests that the units in both the original Starcraft, and in the sequel, will instead act as "movers and shooters"--mostly autonomous forces that generally lack special abilties, but will instead be used in large control groups to "do their own thing" in battle, rather than requiring the micromanagement of high-level Warcraft III play.
Pardo continues to contrast Warcraft III against Starcraft II, explaining that Warcraft III had less of an emphasis on economic buildup to allow more focus on battles. The 2002 game also, suggests the VP, was much less about early-game victories. While that game did introduce "creeps"--neutral creatures that could be fought to gain experience points for your hero units, early armies in Warcraft III were generally capable of only harrassing your enemies, not defeating them outright. Pardo suggests that "with Starcraft II, [Blizzard is] really going back to its roots to make a true sequel to Starcraft"--a sequel where resource management will be much more central to gameplay, with less micromanagement of different units with special abilities, and in which full-on early-game "rushing" (making an all-out assault at or near the beginning of a new game session) will be much more viable. In fact, the VP goes on to state that the game will probably offer more early "tech tree" optons--different development paths players can take by building different structures and researching different upgrades--which will make early-game scouting more important, and will make early-game rushing a more-diverse and deeper strategy.
Pardo also suggests that Warcraft III might have been a more-forgiving game for beginners--differences in skill levels seemed less pronounced in that game. Says the VP, in Starcraft II, there will be many more nuances that will separate highly skilled players from beginners, and good players from great ones. So in contrast to the sometimes-protracted matches of Warcraft III, Pardo expects the average Starcraft II multiplayer match to last about 20 minutes of real time; possibly even as little as 15 minutes when played by the pros. Pardo points out that there will be numerous subtleties added to the game that expert players will learn to use to their advantage, such as a revamped "high ground" system. In the previous Starcraft, ground units that had a height advantage by standing on high ground gained attack bonuses, but would also reveal themselves when attacking. In the sequel, units with high ground will still gain the attack bonuses but will remain concealed by the "fog of war" (the black shroud that covers unexplored areas)--a fact that can be used together with other line-of-sight nuances to your advantage.
Pardo ends his part of the talk by emphasizing that Blizzard remains committed to making the three factions distinct, and to making Starcraft II's gameplay true to the original game, but also different and new. For instance, the VP cites the new protoss units and abilities that have been shown--the ability to "warp-in" to different locations, and the powerful mothership unit. Says the VP, yes, Blizzard could have also looked to create a "terran version" and a "protoss version" of these new units and abilities, but the team did not. It is instead looking to balance the factions against each other while keeping them distinct. Pardo suggests that Starcraft II will, like the original game, still be a game about "hard counters"--such as how certain units can be directly "countered" (defeated decisively) by specific counter-units; as an example, Pardo shows a brief demonstration of protoss templar units, which are the counter-unit to zerglings, annihilating a swarm of the tiny zerg infantry with their "psi storm" ability. Says Pardo: "Yes, [Starcraft II] will stil be fast-paced and have 'multitasking' for resources and combat, but it'll be a very different game."
The floor is then given to game designer Dustin Browder, who uses his time to cite specific examples of different units in play. To begin with, Browder shows a demonstration of the protoss stalker, a ground-based unit that can attack both air and ground enemies and isn't all that tough, but can "blink" (warp in and out) to any location to which they have line of sight. The obvious uses of this handy ability include pursuing fleeing units by constantly "blinking in" in front of them, but they can also apparently be used as powerful base raiders by bypassing terrain barriers if you have an aerial scout, such as the protoss phoenix, to quickly get you line-of-sight beyond terrain obstacles. In addition, extremely skilled players will be able to defeat slower-moving melee enemies with stalkers by sticking and moving, repeatedly blinking in and out of range. The designer shows a demonstration of stalkers up against a group of protoss zealots, somewhat slow melee units that simply aren't able to close in for a hit as the stalkers keep blinking away and firing constantly, eventually winning the battle.
Browder shows how the new units and new abilties for existing units will help diversify gameplay and work within the counter-unit system. For instance, the protoss immortal, a ground-based tank unit, is extremely tough but slow (and can therefore be countered by quick-thinking players with enough resources to build up counter-units, and is also therefore not able to effectively flee from a losing battle), and possesses a powerful energy shield that is triggered only from heavy-duty fire. This makes the immortal a natural counter-unit for the terran siege tank, whose powerful cannons can't do much against the immortal's energy shield. However, the slow-moving immortals themselves can be easily countered by a large swarm of zerglings, which don't deal enough damage to trigger the immortals' shields, and are too quick for the tank to outrun.
Browder then shows an additional example of the kind of subtleties that will separate skilled players from unskilled players. The protoss phoenix, a flying unit, has a special "overload" ability that creates a damaging energy field around itself, then renders it immobile and helpless shortly afterward. Browder shows a simulated battle between a player with six phoenix units and another player with only four. The player with six phoenixes apparently chokes and uses the overload ability too early, allowing the other player to dodge out of harm's way, then arrange the four phoenixes around the now immobile six in a loose formation and overload the six into oblivion, which suggests that sheer numbers won't always prevail in the face of high-level skill in Starcraft II.
Browder then shows a demonstration of protoss warp-in technology, which can be used to mount a powerful surprise offense by summoning a large army seemingly out of nowhere. However, the same tech can apparently be used for base defense; the designer shows how an early zergling raid on a protoss base goes sour as the tiny zerg suddenly find themselves boxed in between protoss buildings and a small contingent of melee-attacking zealots, with immortal tanks lobbing fire from a distance. The designer closes by stating that the team's goals are to "recapture the magic of the original Starcraft, which was a wonderful, wonderful game," and to "make Starcraft II about these three unique races by generating new tactics and strategies."
The panel then takes various questions which reveal some intriguing new details about the sequel. An audience question about future beta plans prompts Pardo to state that Starcraft II will likely have a "closed beta by invitation, similar to [Blizzard's] other products, though this time, [Blizzard] will also enlist the help of pro players to help test for balance." When asked about the status of the terrans (who were decimated at the end of the Brood War expansion pack for the original Starcraft), creative designer Andy Chambers explains that "the UED terran forces were destroyed by Kerrigan's zerg armies (though a few surviving companies may stil be around somewhere)," and that the Terran faction in Starcraft II will primarily consist of the "evil empire" of the Terran Dominion. When asked about the status of lead character Jim Raynor, Chambers replies that since Starcraft II takes place four years after Brood War, "Raynor has been having some adventures for sure," but declines to comment further. Chambers also suggests that the ancient Xel'Naga, which helped both the protoss and zerg races become what they are (but were later destroyed by the zerg) will also figure into Starcraft II's story "in a rather epic tale." To cap the presentation, Browder fields a final question that may come as a relief to some players: that there are "no plans at this time for naval combat in Starcraft II."
Blizzard Entertainment's top creative talent discusses Starcraft II gameplay details at a panel discussion at its Worldwide Invitational event.
By Andrew Park, GameSpot
SEOUL--Believe it or not, even though the Blizzard Worldwide Invitational 2007 event is home to music concerts and some of the biggest game tournaments in the world, one of the most intriguing activities is actually sitting quietly in a theater. Three of Blizzard's top creative talents, creative director Andy Chambers, senior game designer Dustin Browder, and vice president of game design Rob Pardo sit on a panel to discuss gameplay details for the company's newly announced sequel, Starcraft II.
Pardo begins the discussion by revisiting several of the studio's previous games, going back as far as Warcraft II, which the vice president cites as the first Blizzard game to garner a significant following as a competitive multiplayer game. Pardo explains that the original Starcraft arose from the team's desire to create a fast-paced real-time strategy game like Warcraft II, but in a different universe, then describes how Blizzard's subsequent RTS project, 2002's Warcraft III, took a very different approach by offering slower-paced gameplay with smaller armies, hero units, and many units with activatable abilities to appeal to "the average gamer." Pardo suggests that the units in both the original Starcraft, and in the sequel, will instead act as "movers and shooters"--mostly autonomous forces that generally lack special abilties, but will instead be used in large control groups to "do their own thing" in battle, rather than requiring the micromanagement of high-level Warcraft III play.
Pardo continues to contrast Warcraft III against Starcraft II, explaining that Warcraft III had less of an emphasis on economic buildup to allow more focus on battles. The 2002 game also, suggests the VP, was much less about early-game victories. While that game did introduce "creeps"--neutral creatures that could be fought to gain experience points for your hero units, early armies in Warcraft III were generally capable of only harrassing your enemies, not defeating them outright. Pardo suggests that "with Starcraft II, [Blizzard is] really going back to its roots to make a true sequel to Starcraft"--a sequel where resource management will be much more central to gameplay, with less micromanagement of different units with special abilities, and in which full-on early-game "rushing" (making an all-out assault at or near the beginning of a new game session) will be much more viable. In fact, the VP goes on to state that the game will probably offer more early "tech tree" optons--different development paths players can take by building different structures and researching different upgrades--which will make early-game scouting more important, and will make early-game rushing a more-diverse and deeper strategy.
Pardo also suggests that Warcraft III might have been a more-forgiving game for beginners--differences in skill levels seemed less pronounced in that game. Says the VP, in Starcraft II, there will be many more nuances that will separate highly skilled players from beginners, and good players from great ones. So in contrast to the sometimes-protracted matches of Warcraft III, Pardo expects the average Starcraft II multiplayer match to last about 20 minutes of real time; possibly even as little as 15 minutes when played by the pros. Pardo points out that there will be numerous subtleties added to the game that expert players will learn to use to their advantage, such as a revamped "high ground" system. In the previous Starcraft, ground units that had a height advantage by standing on high ground gained attack bonuses, but would also reveal themselves when attacking. In the sequel, units with high ground will still gain the attack bonuses but will remain concealed by the "fog of war" (the black shroud that covers unexplored areas)--a fact that can be used together with other line-of-sight nuances to your advantage.
Pardo ends his part of the talk by emphasizing that Blizzard remains committed to making the three factions distinct, and to making Starcraft II's gameplay true to the original game, but also different and new. For instance, the VP cites the new protoss units and abilities that have been shown--the ability to "warp-in" to different locations, and the powerful mothership unit. Says the VP, yes, Blizzard could have also looked to create a "terran version" and a "protoss version" of these new units and abilities, but the team did not. It is instead looking to balance the factions against each other while keeping them distinct. Pardo suggests that Starcraft II will, like the original game, still be a game about "hard counters"--such as how certain units can be directly "countered" (defeated decisively) by specific counter-units; as an example, Pardo shows a brief demonstration of protoss templar units, which are the counter-unit to zerglings, annihilating a swarm of the tiny zerg infantry with their "psi storm" ability. Says Pardo: "Yes, [Starcraft II] will stil be fast-paced and have 'multitasking' for resources and combat, but it'll be a very different game."
The floor is then given to game designer Dustin Browder, who uses his time to cite specific examples of different units in play. To begin with, Browder shows a demonstration of the protoss stalker, a ground-based unit that can attack both air and ground enemies and isn't all that tough, but can "blink" (warp in and out) to any location to which they have line of sight. The obvious uses of this handy ability include pursuing fleeing units by constantly "blinking in" in front of them, but they can also apparently be used as powerful base raiders by bypassing terrain barriers if you have an aerial scout, such as the protoss phoenix, to quickly get you line-of-sight beyond terrain obstacles. In addition, extremely skilled players will be able to defeat slower-moving melee enemies with stalkers by sticking and moving, repeatedly blinking in and out of range. The designer shows a demonstration of stalkers up against a group of protoss zealots, somewhat slow melee units that simply aren't able to close in for a hit as the stalkers keep blinking away and firing constantly, eventually winning the battle.
Browder shows how the new units and new abilties for existing units will help diversify gameplay and work within the counter-unit system. For instance, the protoss immortal, a ground-based tank unit, is extremely tough but slow (and can therefore be countered by quick-thinking players with enough resources to build up counter-units, and is also therefore not able to effectively flee from a losing battle), and possesses a powerful energy shield that is triggered only from heavy-duty fire. This makes the immortal a natural counter-unit for the terran siege tank, whose powerful cannons can't do much against the immortal's energy shield. However, the slow-moving immortals themselves can be easily countered by a large swarm of zerglings, which don't deal enough damage to trigger the immortals' shields, and are too quick for the tank to outrun.
Browder then shows an additional example of the kind of subtleties that will separate skilled players from unskilled players. The protoss phoenix, a flying unit, has a special "overload" ability that creates a damaging energy field around itself, then renders it immobile and helpless shortly afterward. Browder shows a simulated battle between a player with six phoenix units and another player with only four. The player with six phoenixes apparently chokes and uses the overload ability too early, allowing the other player to dodge out of harm's way, then arrange the four phoenixes around the now immobile six in a loose formation and overload the six into oblivion, which suggests that sheer numbers won't always prevail in the face of high-level skill in Starcraft II.
Browder then shows a demonstration of protoss warp-in technology, which can be used to mount a powerful surprise offense by summoning a large army seemingly out of nowhere. However, the same tech can apparently be used for base defense; the designer shows how an early zergling raid on a protoss base goes sour as the tiny zerg suddenly find themselves boxed in between protoss buildings and a small contingent of melee-attacking zealots, with immortal tanks lobbing fire from a distance. The designer closes by stating that the team's goals are to "recapture the magic of the original Starcraft, which was a wonderful, wonderful game," and to "make Starcraft II about these three unique races by generating new tactics and strategies."
The panel then takes various questions which reveal some intriguing new details about the sequel. An audience question about future beta plans prompts Pardo to state that Starcraft II will likely have a "closed beta by invitation, similar to [Blizzard's] other products, though this time, [Blizzard] will also enlist the help of pro players to help test for balance." When asked about the status of the terrans (who were decimated at the end of the Brood War expansion pack for the original Starcraft), creative designer Andy Chambers explains that "the UED terran forces were destroyed by Kerrigan's zerg armies (though a few surviving companies may stil be around somewhere)," and that the Terran faction in Starcraft II will primarily consist of the "evil empire" of the Terran Dominion. When asked about the status of lead character Jim Raynor, Chambers replies that since Starcraft II takes place four years after Brood War, "Raynor has been having some adventures for sure," but declines to comment further. Chambers also suggests that the ancient Xel'Naga, which helped both the protoss and zerg races become what they are (but were later destroyed by the zerg) will also figure into Starcraft II's story "in a rather epic tale." To cap the presentation, Browder fields a final question that may come as a relief to some players: that there are "no plans at this time for naval combat in Starcraft II."