Phoenix Point

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New Jericho Classes, Weapons and Vehicles

There are a lot of different things being worked on by the development teams at Snapshot Games right now. We wish we could show them all to you, but some will have to wait until next time.

In this update, we're going to take a look at some new designs for soldier classes, and some redesigns on existing models.

New Jericho

A lot of work is currently being done on the New Jericho faction. There's still some concept work happening, and some "first pass" 3D models are starting to form.

The Silhouettes

One of the important considerations when designing the look of characters is to make them distinct. The aim with Phoenix Point is to make each class (or enemy archetype) easily identifiable from their silhouette, regardless of faction.

Silhouette concepts for the Technician, Heavy, Assault, Sniper and Infiltrator.

In trying to keep with the unique silhouettes of each class, different variations can be formed. Here are a number of different concept variations for the Technician Class.

Even though each design is different, the class is still identifiable from its silhouette.

Let's take a look at some first-pass models for the New Jericho classes. This is the stage where our 3D character modellers take the concept art and build static 3D models of it. These first-pass models still lack the fine details and textures, but give a good idea of the overall shape.

First-pass models for the New Jericho faction. Uniform, Assault, Sniper, Heavy and Technician.

We can now take a look at the silhouettes for these classes and see that they're instantly identifiable by their basic shape.

New Jericho class silhouettes.

Just as a bonus, here's a New Jericho Heavy with a Jetpack. Notice how the helmet visor can also close.

The New Jericho Jetpack Heavy.

From here, the models go on to be rigged and then animated. Currently the team are working on the walking and running animations.

Weapons

It's just as important for the weapons to be as identifiable as the classes. The player has to be able to see at a glance what they're up against. Each faction has a unique style and design to their weapons, but the basic shape should still be enough to tell what type of weapon it is.

Here are some concept images for the New Jericho Heavy Machine Gun. While each design is slightly different, they still retain the angular "Brutalist" look of the NJ weapons. Regardless of the variation, each is still recognisable as a the same weapon type.

New Jericho Heavy Machine Gun.

Many different concepts are considered for every weapon of each faction, drawing from a variety of real-world and fantasy weapons for inspiration. Below you can see some of the concept ideas for the New Jericho Pistol.

New Jericho Pistol concepts.

The modellers are also busy converting all of the approved concept designs into full 3D, as can be seen below with the New Jericho Sniper Rifle.

3D model of the New Jericho Sniper Rifle.

We're also busy working on the visual effect concepts for each weapon type. This is another excellent way to identify which type of weapon is shooting your soldiers in the face.

For these concept images, please ignore that both effects seem to be coming from a rocket launcher - these are just placeholder assets being used for concept work.

Visual effect concept for the Flamethrower.

Visual effect concept for the Plasma Rifle.

Vehicles

The team have already started to create 3D models for some of the vehicles which will be usable in tactical combat. They serve both as combat units and troop transports. Below is a render of the New Jericho APC.

The New Jericho APC.

Enemies

As a bonus to this update, we're also sharing a little information on the redesign work of some enemy types. Most of what you will have seen already will have either been early concept work, or the early 2017 prototype build which you may have seen on YouTube and various other sites. Many of the assets were placeholders, and even the custom ones were still in the very early stages and rough around the edges.

The Larva

You may remember these things from the "Kill the Queen" prototype scenario. These small, annoying creatures could be spawned by the Queen as long as her abdomen was intact. Here are some of the concept drawings for the redesign of this creature.

Concepts for the Larva redesign.

The Crabmen

Probably the most seen and most iconic of the enemy types we have shown so far are the Crabmen. While a few different mutations have already been seen within the prototype, a few changes are being made to the design to make them less human, more practical, and more creepy!

On of the first considerations was moving away from the very human looking head that the basic Crabmen had in the prototype. The redesign covers the eyes with a fleshy membrane, exposes the upper jaw, removes the lower jaw and adds some tendrils. On closer inspection, the human qualities this creature once possessed can be seen, but the Pandoravirus has really done a number on these poor, unfortunate souls.

The redesigned Crabman head.

Next came a redesign of the body itself. This time, trying to keep the creature humanoid, but again making it look less human. The claws have been redesigned, as has the shell, body and additional limbs. The leg to body ratio also sees a slight adjustment.

The updated Crabman design.

Another major design overhaul for the Crabman is his shield mutation. In the prototype, the shield was little more than an inanimate chunk of shell which the Crabman would carry around, and could deploy as cover. The redesign sees the shield as a mutated claw - actually part of the creature itself. This is also an oversized, mutated but still functional pincer. Its design is also reminiscent of the toughest seashells.

The Crabman's new shield design.

The Team

Two new developers joined the Snapshot Games team in October, each bringing their own unique experiences and talents with them.

Yasen joins the team as a UI/UX artist with over 9 years experience. He's a big fan of games such as Half-Life, Shadow of the Colossus, Diablo, BioShock, Dead Space, Dishonored and Assassin's Creed.

Yasen is currently working on the functionality and visual appearance of the interface for Phoenix Point.

Alexander joins the team as a level and game designer. He's previously worked on the Assassin's Creed series: Liberation, Rogue and Origins - all for Ubisoft.

Grand Theft Auto V, Fallout 2 and Tyranny are amongst Alex's favourite games.

Alex is also the lead singer in a Johnny Cash tribute band.

Alex is currently working on defining the unique look of the Phoenix Point factions and environments as a whole.