GAME JOBS
Contents
Inside the striking art and design of Hawken
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Quality Assurance Analyst
 
Gameloft - New York
UI Artist
 
Wargaming.net
Dev-Ops Engineer
 
Wargaming.net
Python Developer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Cracking the Touchscreen Code
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
 
The Competition of Sportsmanship in Online Games
 
Gamification, Games, Teams and Competitive play
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Inside the striking art and design of Hawken
by Brandon Sheffield [Business/Marketing, Art, Interview, Console/PC, Social/Online]
6 comments Share on Twitter Share on Facebook RSS
 
 
June 3, 2013 Article Start Previous Page 3 of 4 Next
 

How do you go about designing mechs? Do you try to build them for actual plausibility, so they could actually be made or do you go more mostly for aesthetics?

KL: As far as mech aesthetics go, there's a lot of different variety that people are used to, and they like a certain type. There's Transformers, Gundam, Evangelion, the humanoid-looking mechs that has a head and fingers. There's the American-style mechs with the lumbering gait, feels like a machine -- the mechs in MechWarrior or the robot in Robocop (ED-209). There's also very sleek-looking... like Bubblegum Crisis, that type of mech.



The one I really like, my personal favorite, is just an old, basically 1980s kit bash style, it's from this Japanese designer named Kow Yokoyama. He does a line of robots called Maschinen Krieger, so they kinda look like World War I, if World War I had tech robots and mechs. That's what they look like. Still very industrial machines, but they also had a bubbly-looking element to them. Almost insect-like. But at the same time we're trying to please the typical mech crowd. So we also have mechs that feel very much like tanks. Very square-looking. Basically an Abrams tank with legs. We have that style, also. So we got, basically, two styles to cover for now. And eventually as we keep expanding we'll go for more variety to make everyone have something that they enjoy looking at.

There seemed to be a bit of a Masamune Shirow-type chunky mechs in there, too.

KL: Yeah, definitely. Very much like the, slightly insect-like, but at the same time very mechanical.

But as far as the actual process of designing these mechs, do you where do you start and how do you build them? Do you just draw them whole cloth or do you start with the cockpit? Do you start with the weapons? What do you do there?

KL: We have three different styles of mech: light, medium, and heavy. And they have their own animation effects that we had designed beforehand, so all the mech designs, we build them off those skeletons. What we do is just start painting. I would design the whole mech all at once, and hired another really amazing concept artist named John Park, who basically took all that from me.

But, yeah, we just sorta just design them, we just draw them, and another way we actually do it is here is we just kit bash, like the old Star Wars ethic -- we just have a big library of tank parts and helicopter parts in 3D and we cut them up and assemble them like little toy LEGOs and see what we can come up with. It's very fun. A very organic process.

Sometimes you'll just build them straight -- the models straight from scratch?

KL: Yeah. In Sketchup or Maya or something. We have a big library of parts now that we can slap together. The thing about the old World War I tanks is they were pretty much built the same way, and they were built from cars. Ford actually had cars and they just slapped on armors and stuff like that to get them ready for war, so, we're trying to get the process the same in digital and 3D. 

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The diversity of game dev students: Who's joining the industry?
image
Amazon launches dedicated indie games storefront
Comments

Abel Bascunana Pons
profile image
I wonder what programming language did they use to make the game: C++? Did they use any Game Tool or middleware? Pretty amazing job being so few team members!

Jane Castle
profile image
They used the unreal engine to make the game. As to whether they used C++ or just straight up scripting, I have no information.

Freek Hoekstra
profile image
this was (atleast originally) made with the UDK, which does not allow for source code Access, and thus all code must be made in UnrealScript. (and some things can be done in Kismet Unreals visual scripting language)

the game does look fantastic, I think what helped a lot there is the Kitbashing that was possible due to the type of strutures omnipresent in the game, the artstyle was clearly chosen to facilitate rapid high detail development, and more developers should take this approch imho.

best of luck with the game, and hope you guys strike it big :)
(and I have every reason to assume that you will :))

Erin OConnor
profile image
"...we still want the freedom of being an independent team, and the creative control, and the fewest middlemen possible between us and the consumer." = Awesome.

Quentin Preik
profile image
Such a great looking game - amazing ambience!

Nick Harris
profile image
Kitbashing is both a well established method for rapidly prototyping a physical model...

http://en.wikipedia.org/wiki/Kitbashing

...and a way to recycle 3D assets within a comparatively small team:

http://vimeo.com/57776919

What interests me is the potential to use parameterised Constructive Solid Geometry to allow the artist to specify a range of related procedurally generated forms, then fuse these together using Kitbashing, add a variety of material textures and decals (such as scratches, historical bullet holes and location sensitive rust), then let a community of users build balanced battlefields out of this library of prefabs and then procedurally generate the geographic location of that type of battlefield on a much larger map - even a planet within a solar system within a galaxy, all of which is procedurally generated and only requires storage to track where your character has been recently and what they have changed about their environment when there. Using, PCG to redistribute UGC arenas built from a library of UGC prefabs kitbashed from PCG CSG seems AOK to me...


none
 
Comment:
 




UBM Tech