In a new PlayStation Blog article, lead concept art artist Yang Jun Wei Jo of Sucker Punch spoke about the process of working on the game. The main event inspired by the authors was the invasion of Japan by the Mongols in 1274 — the game takes place at the same time. The creators began to study this era closely, trying to present the authentic appearance of the protagonist, his adversaries, and the locations themselves in general.
Usually, when working on concepts, developers first create the appearance of the character, and after they conduct casting actors who will have to play heroes. Dzin and his alliesDevelopers wanted, so that the appearance of the main character reflected the ability to hide in shadows, and was also created under inspiration from his old samurai armor.
However, information about the first fighters of this type was little, so the authors were able to fantasize a little. They managed to get around the cliché of the traditional approach of Assassin, when the character is completely dressed in black, and instead introduce elements of that very samurai armor, adding realism.
This included the need to reflect the development of a hero who from a noble warrior turns into a shadowy assassin. When it came to more traditional samurai armor, the developers were inspired by periods Heian (794 to 1185) and Kamakura (1185 to 1333).
Armor was meant to reflect a regal sense, contrasting with Ghosts robes, which are lighter in nature. There were three stages of changing armor: traditional, “broken Samurai” and directly Ghost.
The authors also created a set of different armor that the hero can obtain throughout the game. For example, more fabric clothing should have conveyed the feeling of a lonely roaming ronin — in the manner of old samurai films.
And taking into account the role played by wind in the project, the authors are sure to added parts of clothing that would react to it — cloaks and so far. Also carefully developers created clothes and appearance of minor heroes.
For example, the scarf and the muddy patterns of Yurikos clothing hint at her escaping memory. Khotun Khan and his armyArmour of the leader of the Mongols should have reflected his essence — he is smart and merciless that contrasts with the restrained behavior of the samurai.
Khan has two types of armor — one with more traditional color tones, while the other is literally devoid of color. The latter must “inspire fear” the enemy.
The total army consists of five tribes, each of which has its own style. The more powerful the tribe, the more armor its members (and they have a lot of fur) .
SurroundyWhen working on the environment, the authors had to look for a balance between reliability and an impressive result. According to developers, the final game got a lot“softened” versions of the original locations, which were drawn more vividly.
When the creators were engaged in the issue of architecture, the Japanese studio and experts of the period came to their aid. In the Toetama region, buildings from the Yayoi period can be seen, which is hardly found anywhere else.
Each of the settlements had its own theme dictating its atmosphere — gradually the original image filled with elements from the tasks of the game. For example, creating Akashima, the authors wanted this place to be surrounded by mystery and epitomized the theme of healing.
Sketches were made on the basis of collecting information about traditional methods of treatment and medicines. Plus for the location was created a special eerie contrast, symbolizing the main enemy of the medicine — death.
The city is called “pale” . Natural zonMongol architectureAestheticAs of the beginning developers decided not only to adhere to the traditional style, but also to introduce modern elements.
One of the sources of inspiration for the interface, logos and two-dimensional videos was posters of old films about samuraya. In the “ink” videos, developers moved from the style of sumi-e to sharper visual design, using less blur and fine lines.
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