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and introduce legendary comic writer Marv Wolfman to the fold. Wes Yanagi, the senior producer for DCUO, welcomed the members of the panel before jumping into questions. As Yanagi pointed out, DCUO executive creative director and famed artist Jim Lee, writer Geoff Johns and Wolfman needed no introduction for the crowd of comic book fans. Creative Director Jens Andersen, Art Director Jared Carr and Studio Creative Director Chris Cao filled out the table to answer numerous questions regarding the upcoming MMO.Yanagi began the session by asking Lee to talk a little bit about the challenges of turning two-dimensional drawings into three-dimensional images for the game. *?When I draw my characters, they?re not necessary meant to be turned around in 3D,? Lee said, noting it was ?rude awakening? he learned to quickly overcome. The artist said he envisions the ideal version of the DC universe as he oversees the creation of concept art. For example, he said the Metropolis in the game will be a composite of all other versions. Even smaller details, such as the size of Batman?s ears or the design of his belt, have to be taken into account. ?It?s been a real learning experience,? Lee said, emphasizing he?s had a great dialogue with the other artists on the team from Sony Online Entertainment. ?The stuff you?re going to see is really a collaboration among a group of different artists.? Carr further discussed the issue by explaining that game artists take a different approach to their work than comic artists. He said comic artists generally have an individual style, while game artists do the opposite. The large team has been looking at translating Lee?s style into the 3D world of DCUO, which Carr pointed out to the audience through concept art of LexCorp base assets that was displayed on a large screen in the room. Yanagi then asked Lee to further discuss the design process behind the LexCorp art. Lee explained that the game will have a lot of PvP where players will be assigned to one faction or another, so he wanted each base to look different so they?re easily distinguishable. He made the joke that green and purple are evil colors, but then said the greens were made to look fatigued so the hue wouldn?t appear childlike. Andersen jumped in and commented that the game is more than just about Metropolis and Gotham City. ?We have locations all over the world that we want you jaunting off to. We have a save the world concept basically, or rule it. These factions tie into that greatly,? he said. For example, alerts will pop up to tell players about major missions, such as heading to a secret LexCorp base. Yanagi asked Lee what the challenges are behind drawing things he?s never had to draw before for the game. Lee said he?s drawn Batman and Superman, but he had to create concepts for a lot of characters he?s never worked with before. ?It?s almost as if I was drawing the DC Universe comic book,? Lee said. He said it?s impossible for one person to do all that, but he has a team that works in one office at Wildstorm where they constantly pass concept ideas back and forth. ?There?s a lot of characters I honestly didn?t even know about,? Lee said. As for coming up with the character?s costumes, he discussed Zatanna and said he definitely want to keep the top hat and fishnets. ?There?s a huge part of our audience that just loves fishnets,? he joked to loud applause. He also said other characters, such as the Green Arrow, will have costumes unique to the game while still looking familiar to fans. Yanagi switched direction to the writers and asked Johns to discuss the challenges behind writing for a game instead of a comic book. Johns said he ?got what the game was going to be about? when he played the demo and saw you could play as a hero in Metropolis helping Superman fight Doomsday. ?I wanted to create a story and environment that would kind of make you the actual person with the secret identity going into the game and becoming a hero in the DC Universe and interacting with all these characters that we love,? he said. Johns said he couldn?t talk about the story, but mentioned he was very happy Wolfman joined the team. ?He?s one of my greatest influences,? Johns said. Yanagi directed the same question toward Wolfman. ?They gave me Geoff?s overview and it just blew me away,? Wolfman said, noting Johns managed to take every little part of the DC Universe and create ways to encompass every single type of character. Wolfman, who has been in the comic book industry for more than 40 years, said DC is a very different company than others because it grew over 75 years and has a lot of history. Wolfman said he loves developing the concept that players can dive right in and know their roles from the first time they log in, but said he couldn?t have come up with the story Johns created. ?It?s just really, really good, ?Wolfman said of Johns? story. Yanagi then asked Andersen to discuss the challenges of working with the story from the design side of the game. Andersen said they really want to make sure the action stays in the forefront, but that it?s obviously a universe rich with stories and characters. ?We are an action game, so we don?t want people reading a ton of text all the time,? he said. The mission objectives are very clear and you?ll have a personal relationship with the heroes through communication without reading walls of text.* Andersen gave an example of this concept by touching on the demo that focuses on Superman and Doomsday. Superman fights Doomsday and takes him down, and the creature is moved to a STAR Labs facility. Lex Luthor hires villains to collect samples of Doomsday?s blood and then tries to get Doomsday moved to another location, but things go awry. The villains help Luthor, while the heroes fight against him. These are examples of cases and capers, which are missions for heroes and villains, respectively. Yanagi changed direction to the development side and asked Cao to explain how some of the earliest decisions were made. ?This is the first time all of you and all of us are ever going to have the chance to step into the DC Universe as if it was real,? Cao said, noting that players will have to make numerous decisions regarding their characters, from powers to movement styles. ?From an approach, what we?re really doing is bringing an entire universe to life, a universe of stories with Geoff and Marv, and not necessarily just one story or one character?s story,? Cao said. Players will be trying to earn the respect or fear of major DC Universe heroes and villains. He said the super end goal being established is the concept of standing besides these legendary characters as equals. The panel then entered the question and answer session for fans in the audience. *
Darryl "Togikagi" Gangloff News Reporter Allakhazam.com More... |
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