![]() 2003 1st Baghdad 2nd Baghdad Najaf 3rd Baghdad 1st Nasiriyah 1st Karbala 2004 ‡ 1st Erbil ‡ Ashoura 1st Basra 1st Mosul 4th Baghdad 5th Baghdad Karbala & Najaf 1st Baqubah Kufa Marez 2005 Suwaira bombing ‡ 1st Al Hillah 2nd Erbil ‡ Musayyib 6th Baghdad ‡ 7th Baghdad 1st Balad Khanaqin 2006 ‡ Karbala-Ramadi 1st Samarra 8th Baghdad 9th Baghdad ‡ 10th Baghdad 2007 11th Baghdad 12th Baghdad ‡ 13th Baghdad 14th Baghdad 15th Baghdad ‡ 2nd Al Hillah ‡ 1st Tal Afar 16th Baghdad 17th Baghdad 2nd & 3rd Karbala 2nd Mosul ‡ 18th Baghdad Makhmour Abu Sayda 2nd Samarra 19th Baghdad ‡ Amirli 1st Kirkuk 20th Baghdad 21st Baghdad § Qahtaniya Amarah 2008 22nd Baghdad 2nd Balad 23rd Baghdad 4th Karbala 24th Baghdad Karmah 2nd Baqubah Dujail Balad Ruz 2009 25th Baghdad 26th Baghdad Baghdad-Muqdadiyah Taza 27th Baghdad 2nd Kirkuk 2nd Tal Afar ‡ 28th Baghdad ‡ 29th Baghdad ‡ 30th Baghdad 2010 31st Baghdad 32nd Baghdad 3rd Baqubah 33rd Baghdad 34th Baghdad 35th Baghdad ‡ 1st Pan-Iraq 36th Baghdad 37th Baghdad 2nd Pan-Iraq 38th Baghdad 39th Baghdad ‡ 40th Baghdad 2011 41st Baghdad ‡ 3rd Pan-Iraq Karbala-Baghdad 42nd Baghdad Tikrit 3rd Al Hillah 3rd Samarra Al Diwaniyah Taji 4th Pan-Iraq 43rd Baghdad 4th Karbala 44th Baghdad 2nd Basra 45th Baghdad § indicates the deadliest attack in the Iraq War I feel privileged to have a small place among all the other talented people at Slipgate Ironworks that tirelessly and passionately work to make not only the weapons but the whole game fun from start to finish.‡ indicates attacks resulting in over 100 deaths Game design is a large part of that but it's certainly only a fraction of what ends up making it fun. That was a pretty big simplification of the assembly line but as you can see it's a huge team effort to complete even one weapon. Our dedicated QA team and other members meticulously test and refine the weapon until it's simply hard to not smile while using the beautiful bastard.Īnd then it's DONE. Through rigorous playtesting, we uncover any overlooked issues and discover unforeseen opportunities for improvement. Playtesting: Lastly, Iteration is key to perfection. Sound Design: Then our audio wizards create immersive effects, ensuring each weapon packs a powerful auditory punch that just makes you just want to keep pulling the trigger. These additions with animation take the weapon to near final quality. Visual Effects: Eye-catching additions like muzzle flashes and explosive impacts are essential to making every hit feel satisfying and unique. This is where you really start to feel these weapons come to life! True heroes that always love game designers no matter how crazy their ideas are…sorry Davey I love you.Īnimation: Our skilled animators breathe life into each weapon, delivering fluid movements and lifelike actions. Model by Mathias GabrielProgramming: Even in the early stages programmers work with designers to start building all the functionality needed to make the weapons actually work. Motherflakker by Arturo PahuaModeling and Rigging: Concepts evolve into stunning 3D models and are expertly rigged for seamless animations. This helps inspire excitement but mainly gives everyone a better idea of what their part of the work will entail. So yeah…a little more than “Gun go ‘boom boom’ then people are happy.”Ĭoncept Art: Next some very talented artists bring ideas to life with captivating mockups. Ultimately we want to feel powerful but not handed victory on a silver platter and weapon design is a piece of solving that puzzle. This can sometimes be a trap though as “balance” isn't always what people want. ![]() ![]() Quality and quantity requires us to take a critical look at weapons utility in context of the entire arsenal and change or remove ideas that only favor novelty. As mentioned above we wanted to have a lot more weapons but we also want to make sure we don't have a ton of role overlaps in our arsenal. A brief overview of the process looks something like this □.ĭesign: First off, careful planning ensures each weapon's purpose and role in the arsenal, maximizing the chances of captivating players and giving them solid utility. I’ll take some time to be a bit more serious to mention that it takes a tremendous amount of effort from a whole team of people across multiple disciplines to get even one weapon fully up and running. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |