We also developed a tool in Blueprints to create an impostor billboard for some assets directly in Unreal, which gave us even better performance and view distance. The automatic LOD generation certainly helped for the performance. Lead Developer Yohann Martel: It helped us in a few ways. How did Unreal Engine 4 help you most when creating such a lush environment? The first arena in Deathgarden is centered in beautiful British Columbia, Canada across the daytime, a foggy-day setting, and night-time. We also wanted Scavengers to “feel the fear” of knowing that they have literally no power against the Hunter and embrace the unique and powerful emotions that come from that dynamic. The second effect, and arguably more salient point, is that it damaged the Hunter fantasy of being a badass killer who is “in charge” of the Garden. First, these deaths made players who were struggling with the Hunter role have an even harder time against the Scavengers, which often promoted "trolling" of the Hunter character. What we found, however, was that this design promoted two unwanted side effects. Jackson: Our first internal iteration of the game, we had a type of Hunter “death” but they would respawn after a short time. How and when did this twist on the game design come around? In contrast to many other asymmetric games, the hunter cannot be brought down, which really changes the gameplay. The seed of the idea for our game was a simple question, “What if we took the concepts of Dead by Daylight and expanded them into a fast-paced FPS/third-person experience?” It’s a challenging, yet rewarding, design problem to solve so that’s kept us very engaged.ĭeathgarden is an asymmetric title pitting five runners against an unstoppable hunter. Obviously, we also really love the genre and wanted to expand it in a meaningful way with Deathgarden. We know players are hungry for new multiplayer experiences and felt that with our learned-knowledge creating asymmetric games, we were in a unique position to deliver one of these new experiences. There have been a few titles over the past decade or so that have tried their hand at it, but there hasn’t been a groundswell of new games in the genre. Jackson: Coming off the success of Dead by Daylight, we felt that the asymmetric genre had been somewhat underserved in the industry. What was the catalyst behind creating Deathgarden? Were there any specific inspirations? Picking a favorite game is like picking a favorite child - it’s impossible! Every game we have worked on throughout these years allowed us to learn and gain experience, whether working with clients or developing our own IPs. In 2019, its most successful IP, the award-winning Dead by Daylight, celebrated 12 million players. To date, the company’s mobile games have reached over 200 million players worldwide. Can you tell us a little bit about Behaviour Interactive and some of the games you're most proud of?ĭesign Director Matt Jackson: Montreal-based Behaviour Interactive was founded in 1992 and is now one of North America’s largest independent game developers with close to 550 employees and over 70 million games sold on every platform. The only way into the Enclave, however, is through the Hunter in a deadly game of cat and mouse.Ĭhatting with Behaviour Digital Design Director Matt Jackson and Lead Developer Yohann Martel, we learn what’s changed since Deathgarden’s launch one year ago, how Unreal Engine has got them to where they are now, and how the game is going to keep changing as the team moves ever closer to their 1.0 launch. Every scavenger strives to enter the Enclave, a safe haven in a world where only a select few live in comfort while the rest of humanity suffers in the slums. Set in an unforgiving dystopian future, Deathgarden: BLOODHARVEST puts players in the role of either a ruthless hunter or a desperate scavenger while incorporating asymmetric gameplay. The revamped version of the game introduced new gameplay, more characters, and a darker direction for the game’s aesthetic. ![]() On May 30, 2019, the game known simply as Deathgarden received a full reboot and was reborn as Deathgarden: BLOODHARVEST. Leaning heavily on input from the community alongside learning their own lessons along the way, developer Behaviour Interactive has strived to make the game everything a fan of asymmetric titles would want to play. By Shawn Petraschuk Launched into Early Access in August 2018, Deathgarden has seen a lot of changes since its debut.
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