By Kantorek @ May 25, 2010 at 7:10pm
Ever wondered about how a game is actually designed from start to finish? Want to sneak a peek into the minds of the developers and designers of Battle of the Immortals? Enter: BoI Blueprints
BoI Blueprints is a ongoing blog where we connect you straight with the folks responsible for developing and designing the game you know and love.
This week we’ll be looking at a set of Soul Gear, the Prometheus Set. The Prometheus Set is a Magus Soul Gear set that is usable once you hit level 45. This set can be found either by completing the Dragon Emperor Catacombs event/dungeon or killing “The True Dragon Emperor” in the public version of Dragon Emperor Catacombs.
Looking at a few pieces of initial concept art, it’s not hard to see that there’s a lot of detail involved with this set. We has the chance to sit down with Liao (Fruit) Shuiguo, Lead Art Designer on the BoI Development Team and ask her a few questions regarding this amazing set of gear.
Q: How did you guys come up with the idea to have idle animations for Soul Gear?
A: One day someone on the team designed a staff that had an energy beam extending from it, adding an idle animation to the weapon. Everyone thought it was innovative and creative, so from there on we adapted this concept for all sets of Soul Gear and even some pieces of non-Soul Gear.
Q: What was your main influence when designing this set of armor?
A: The theme for this set is loosely translated as “the Skin of the Crystalline Thunder Monster”. We wanted to create a set that is themed around one of the more powerful low level direct damage skills of the Magus, Lightning.
Q: What aspect of the Prometheus Set do you enjoy the most?
A: The shoulders are my favorite part. Not only just the fact that they move and rotate, but also the lightning effect.
Q: Which part of designing this set took the longest to do?
A: Probably the hardest part of designing this set was keeping the animation in mind when applying the armor to the character models. Designing the set conceptually and in 3D honestly doesn’t take that long. When you start equipping the gear you see a lot of clipping issues that you don’t see during the design process, so most of your time is spent in the implementation stage rather than design.
Big thanks to Fruit for taking the time and answering some questions for the community at large. To see what all her hard work resulted in, check out the video below!