DEEP ROCK GALACTIC BY GHOST SHIP GAMES
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What is "The Space Rig"?

3/5/2017

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​By Robert Friis - Art Director

Hey Miners! This is Robert the Art Director, with another short update on just what’s going down on board the Ghost Ship these days. We’re hard at work on Update 4 for Deep Rock Galactic, which will mostly be about implementing first versions of a few big things the game is currently missing: A better menu flow, persistence and character upgrades, better ways to set up missions and customizing your character, as well as a place to hang out between missions (for now simply called The Space Rig). For Update 4, it’s our intention to have the first draft of these things in the game, getting it into your hands as quickly as possible so we can start collecting feedback and improve the designs.
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At the center of Update 4 is the Space Rig - one of many small space stations in orbit around the planet Hoxxes, and owned by the interstellar mining corporation Deep Rock Galactic. Basically, it is where you players will team up before missions, customize your characters, and unlock upgrades and new weapons. It will also be a very handy place for us to start shedding more light on the setting the game takes place in, through news terminals and monitors, as well as hidden within the station itself. This first version will be light on the lore and graphics, but it is absolutely something we intend to put more work into later. Right now it’s VERY basic, but we artists are practically salivating at the thought of skinning that place at a later date. :D
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On the Space Rig will be many things, but to begin with it will primarily be about the first version of the Terminal - your one-stop place for joining or hosting games, as well as setting difficulty, rules, and other parameters for missions. For now, we still offer missions from a predefined list, but in time the missions will be fully randomly generated each time you play.

From the terminal, you’ll also be able to select which character you want to play, customize the basic loadout, as well as unlock upgrades and new items.
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For Update 4, this will all only be a sort of “first taste” - a basic version, without a ton of content. Right now our focus remains on getting the underlying systems in place. Once that is mostly done, THEN we can really start filling them out and really get into the meat of making the game the most fun it can possibly be. It’s gonna be awesome. We can’t wait. And, as always, we couldn’t do it without you guys - your input, feedback, videos, all of that is immensely helpful and a fantastic motivator. Keep being awesome, all. :D​
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Biomes? Biomes!

2/3/2017

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by Robert Friis - Art Director
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Hey folks! Robert here, the Art Director and Lead Artist on Deep Rock Galactic - some of you may know me as Bluntie on our Discord server.

Among the many, many, many things we are currently working on, one of the big ones is a major overhaul of the way we generate our caves. I've been caught up in producing marketing material for GDC and PAX for a while now, and have had to settle for stealing envious glances over the shoulders of our programmers while they develop lovely new tools for my fellow artists and I. But now, marketing material behind me (for the moment), I finally get to dig in (sorry).

Those already in the closed alpha will no doubt have noticed that our current caves tend to look a little samey, but that is all about to change with the first iteration of the - fanfare - Biome System.

Long story short, it's a new and muchly improved way to make the caves differ from each other and to show off the many and varied zones we have planned for the planet that the game takes place on and in. Basically, it allows us artists to put together a set of rules, assets, and materials to apply to any given cave, meaning that applying different biomes to the same cave can result in some spectacularly different experiences. I can with relative ease put together anything from smooth sandstone caves with very little to obstruct the players, to absolute hellscapes of black craggy rock and volcanic activity, to terrifying ash-lands covered in deadly, radioactive fog, pierced by teeth-like stalagtites threatening to puncture your suit or worse.

Pair all this with our game designers putting together new caves specifically for these biomes, and we have a fast and easily expandable method of getting a much more immersive and diverse exploration experience into your hands. To begin with, our goal is to produce three complete biomes full of all new assets - enough to show a wide breadth of content for the first pass, while still allowing us to quickly iterate on the systems and introduce new features into the tools and biomes themselves.

​I could ramble on about this at length, so let us know if you'd be interested in more detailed explanations of how our systems work. Till then, I'll let the visuals speak for themselves - I've put together a short video that showcases what I'm talking about. Be aware that it is VERY early footage and that the caves shown aren't in any way done, but it should still give you an impression of things to come. It's three little clips of a short trip inside the EXACT same cave, except with three different Biomes applied to it. With any luck, you'll get as excited about the prospects as I am. And just wait - this is gonna get amazing. :D

Dig deep!
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Dwarf Armor Setup

19/1/2017

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by ​Ronnie Ree - Animator

​My name is Ronnie Ree. I'm the animator on Deep Rock Galactic.
I want to show you a few behind the scenes images of the dwarves' armor.
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​Each character class will have very different armor or outfits.
Heavy characters like the Driller or the Gunner, will have big heavy metal armor outfits, for more protection.

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Other characters, like the Scout (also internally called the Navigator), will have a light outfit, so they can move around more quickly in the environments.
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The idea is to make the armor sets very customizable within each class.
So, the Gunner will have many different shoulder plates, helmets, and so on to chose from, that is only available to him.
The same goes for the other character classes.
Below you can see an image of the setup in 3ds max
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The intense colors are only for working, it makes it easier for me to see which armor part belongs to which class - it will look different in game.

I hope you enjoy this little blog post. See you underground!

​- Ronnie Ree / Animator
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