Guild Chat - Episode 82
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Guild Chat - Episode 82
- Title
- The Warclaw
- Host
- Rubi Bayer
- Guests
- Raymond Lukes
Ben Phongluangtham
Alex Kain
Joseph Clark - Date
- March 8, 2019
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 82nd episode of Guild Chat aired on March 8, 2019.
Transcription[edit]
[Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] hi teria happy Friday and welcome to war claw guild chat I'm your host Ruby and today we're going to be talking about the work club with four of the developers that helped work on that we're starting out with Ben and Ray we're going to talk about the well part of the creation behind it let's jump right in I'll have you guys introduce yourselves to the three people interior who aren't familiar with you and talk about your role in the development of the new mount sure hi I'm Raven I'm a gameplay programmer I work primarily on world versus world you all know me from forums and the stream and everything and for the work law I did a lot of the support code development for various parts of the mount system that weren't ready to play friendly with world versus world I'm Ben you guys know before me the same places you know Raymond I'm a game designer responsible for a competitive game modes for the mount I took it over after the initial prototype and kind of just got it to completion working on the skills and the movement and many other little things so we're gonna be taking questions at the end if you guys so if you guys have questions drop them in chat and we will get to as many of them as we can at the end because we have two more of our developers coming on after these two guys so we're gonna make time for what we can alright so first of all congratulations I know this was a lot of work in the making so it has to feel really good seeing it on live finally definitely the hordes of mouths going over Hills like oh it was I mean it was fun content to unlock ourselves to UM I mean we didn't get any special treatment in fact we were silly we've known about it for so long we haven't we didn't stockpile reward track potions or anything like we were just yeah I thought about it like a couple weeks ago like I should start saving these and I think I got like eight saved up oh wow yeah holy well I don't know speaking is I'm like still huffing and puffing behind this are going wait wait yet yeah been been unlocked his cat it was like an hour before the street yeah now I was too busy like doing like working on hot fixes and stuff that I didn't have time to unlock it quite as fast I just Michael main goal was making it before the Thursday stream that I wished I was successful at school I'm so close I still need you can probably guess what I still need it right I still need I still need the helmet in the body armor yeah oh so close so close but it's been it's been super fun getting it so one of the things that I want to talk about is how did you decide on this particular mount because of course one question I saw was why not a duel yeah it's it's so obvious it's already there we just sit on it right yeah I mean the initial pitch like the Doleac was actually one of the option so we went through and did the kind of pros and cons to a lot of the different things like dorleac the pro is its known for being a world versus world thing we already have a model but once we started looking at the model on the rig we found out that they weren't they're old basically they don't they didn't support it would almost be like rereading a completely new thing to get it working the quality bar would have to probably come up quite a bit animation wise like you need higher poly to get the fidelity of animations and things like that you need and then yeah like it your rig and just a full new animations that's the man yeah something that we had talked about was that it's hard not to it's hard not to think of it as okay well it's already there you just you just take the player-character and pop it on top of there but the mount is a very different thing than this doughy AK that's wandering through for sure I mean like at the base level the tech is plopped a player on but you know then it doesn't animate right when it runs right it doesn't jump right like the Mount Dulli X don't jump the you know they don't have a back a back pedal like it would be a lot of it would be able to walk backwards you know that's been the weirdness it's it's all it's all sorts of things like that that make you know the consideration of the one thing versus another you know and why the decision was made cats are awesome that's are already kind of a thing the world so that was kind of the next obvious choice and we already had like with the the Griffin like we had something that's kind of cat-like already so we had wait a good like kind of basis for starting yeah like some something already worked in in the way that in a similar way that we wanted to so we got off the ground running with design and things like that without having to wait for a model and animations and stuff yeah our early prototypes we literally ripped the wings off of Griffin like it had holes in the side of it where the wings to be seriously yeah like I we just talked to in playing like how long would it take it's one of the character artists like how long would it take to remove the Rings and they'd they did it like in an hour but it was just literally holes in the side of this cat poor or ex Griffin this sounds so much crueler than it is and I know I know it's fine but I'm just I'm so sad thinking he was fine with it I mean but you know and that's that's where you know some of that yeah yeah like when you start with the Griffin you can imagine all of the fun things the Griffin could do that would break rule this world oh no I mean like effectively fly pretty freakin pretty like this isn't it's close to flying as you need to get over the walls in the world over the world that's actually something that I was wanting to talk about um this is the first mount in world versus world and a lot like when you introduced gliding and world versus world there's a lot that you had to think about as okay this is going to break literally everything where do where do we start I mean it started with Cal or a person trying to get into every keep which and even then we knew that we're gonna miss some things like we're still fixing those issues as they come up like once you have thousands of people hitting on something compared to one person then it changes a lot it really started even earlier than that when we said we need our own mount yeah I guess I have yeah all the special considerations that are necessary for world versus world like it can't jump too high it can't fly it can't and we hope we wanted male make changes without affecting a PV email right like which is all the way back to why we didn't take all the PvE math since Thurmond go it's fine yeah well that and like we didn't want to we didn't want to take something from PvE like the bunny and I'm like remove its ability to jump up makes the bunny yeah it's you know we didn't want to make the Griffon just run on the ground all the time like those those weren't those weren't pleasant options in our mind like great we could have done those things and you know maybe it would have been faster to do those things but the better thing was to thank you for not create a create something special for the world versus world game-mode and make it fit into that game-mode very well yeah so you've got you've decided to make the world versus world mount and it's just you just wrote it your QA guy break everything yeah I mean pretty much I mean he kind of he he did a lot of the testing for gliding as well so he started from a place of like okay well here's all the places that were a problem for colliding here's all the places that were a problem for this player skill of a player skill and and started in those places and then trying to try to extrapolate from there and like I mean that's a lengthy process and we fixed quite a number of you know locations yeah and like Ben said like I mean there our players are so like good about using the tools that we give them to to play the game that like you know you know I'll get a message on on the forums or somewhere it's like so if you dismount here you'll land on this rock and then you - - this rock and then you use this players skill to get over here it's like this is this is insane you guys are crazy it's awesome thank you for telling me yeah go ahead and so yeah I mean it was a it was a difficult problem just from the beginning and the community has actually been super supportive about keeping us informed yeah they've been sending us like all night messages about different places they can break into or making constant adjustments as fast as we can basically yeah that's it is one of the hazards of bringing something this new and different into a game mode like that but when you've got that many players throwing themselves at it it's that's how it's gonna work and it I mean anytime this is a good situation any movement type skill and walras role is always gonna have this problem yeah like you know even when we change player player movement skills like those are you know those are things that are I mean world versus world maps are big and it's it's hard to test literally every like location to every other so you know it's it's awesome that they've been they've been super helpful in support yeah that goes into a little something that I want to talk about here in a little bit but I want to - I want to stick with sticking with development a little bit what were some of your favorite parts of the development of the work law I mean I really liked I really liked when we were working with animation and visual effects to solve some problems like one of the things that we had was like the the evade - you know we we had a lot of like just functional limitations that we were setting on it because we didn't want it to jump too high we didn't want to jump too far right because those are the things that exacerbate the booth of being able to get places we don't want it to necessarily but we also wanted it to feel good we wanted to look good it need to feel like an evade and a - without being you know a really long distance that you're down like the UH like with the Raptors the Raptors jump is very long and very far and it feels really good and so working with animation to get you know good animations good visuals for that working with visual effects to get that cool like like smokey like ghost - thing that does like that was that was a ton of fun yeah once we got an animator we were able to like quickly eliminate or change some things that didn't feels good like the original door pool changed dramatically once we got an animator looking at it yeah originally we actually threw a spear at the door and then let you run away from the door to do damage on it and we use it we used wind tech to kind of keep the person attached to the door but it always looked a little weird because the wind tech is not designed to do what we were trying to do and then we got Scott our animator and and he's like well we can do this this and this and like oh yeah that changes everything and it looks better and then it actually influenced the design of the the skill quite a bit where we went towards more towards moving towards like basically changing the battle cat into a siege weapon temporary as opposed to just you know attaching a thing and then running around and making it look weird and there was always a lot of comments about where the rope and like oh that's though although we are getting clipped and clipped in really weird ways and ways that work weren't shippable and so yeah like there was like I mean initially they were tighter discussion isn't like how what do we do to the rope to make it look you know look better and not clip and things like that you know like we attach it to different points in the mound can we make it maybe it's an energy you know thing and it like emanates from like you know further out and stuff like that and uh like so we explored a lot of options with that and like the the wind tech was cool like it felt it felt interesting to kind of have to like be actively doing something to pull down the gate it just in the end it did it didn't meet the you know the visuals and like the the overall gameplay feeling that we were going for and I'm really happy where we ended up with the animation and the way the interactions going uh the door pull now yeah um with the evade it seems like that that feels like it had to have been a very fine line to walk where there's just there's a very narrow place where you can where you need to land where it's not breaking things but it's not in the place of why do we even bother having this because it feels pointless we experimented with a lot of different heights like it changed quite a lot like even up to getting close to the end we're changing the the arc that you jump changing the animation it loose to look more like just another leap and then in because it felt so much like a normal jump we ended up changing it to be like you know the Mount have it has his head down and kind of dashing forward for a while look it was actually just a quick speed boost so it actually just ran on the ground really fast like we experimented with all different types of things for the evade before settling on the one we have and then we're even still like making we just made an adjustment to it last night to decrease the the distance slightly just for power reasons and because it also was one of the big things I was helping people get into places they should yeah I mean there was a lot of back and forth on that school I mean just just to kind of build on that slightly off-topic way like I mean that's something that we're looking at doing continuously is like is finding the things that need to change this amount to make it fit in world versus world you know producing the evade was was one of those things like it was too powerful and in fights and and and too good at jumping from place to place even still so that what you know that's something we're looking to continue to do and the evade actually touched a lot of people's hands like I I mess with the evade for a while been mess with the evade for a while Joel who does a lot of mount work touched on the evade like we that they traded hints quite a few times to to really get the feel to be to be really good which was nice that we got we got to all kind of put our little our little touches on it also if it's more claw it's on topic I don't care ok let's talk about the collection a little bit because that was I feel like that worked out really well and I'm a fairly casual world versus world player but it felt it felt really welcoming yeah the idea was is we knew there was gonna be a lot of new people coming into world versus ruled for this so we wanted to make a collection kind of I think I called it like a tour of world versus world like showing a lot of the basic activities you need to do we also didn't want the collection to be something very onerous like we didn't want it to take as long as even the roller beetle because we didn't want to split the population for a long as we wanted to split them of a shortest time as possible because obviously it makes a big difference on whether you can keep up with desert like as you are talking about earlier we your since you haven't all off that you're kind of like trolling behind I'm up so something that was definitely on our mind a lot you know like like close closer to like bunny unlock you know yeah and here's the thing I'm I am back there behind the Zerg I'm not by myself though yeah like and it feels good because I haven't unlocked it but I've made strong progress yeah and that's that's a good feeling it doesn't feel I'm not back there feeling hopeless yeah I mean aside from just being fast we just wanted to teach people about world versus world since we knew there was a lot of new players in there yeah so going through the basic activities we thought it was a good way to do that our original thing like we've toyed back-and-forth or we even have whether we should have a collection at first we were like maybe we just unlock it on the on through though the masteries but it felt a little too easy I guess or it just wasn't enough around you like it didn't feel like unlocking amount yeah right like it didn't it didn't it didn't feel the same as and like the same kind of accomplishment and like you know like like been said like we sort of you know you took advantage of the fact that people were gonna want this mount to show off the game mode to those who don't wanna get to play it I think and I and we've already gotten lots of comments who are like you know I didn't realize as what world was the world is this is awesome I'm sticking around now or I just got them to overcome their fear yeah yeah super awesome we're always happy to have more people again well and huge shout out to the commanders who are leading some of these groups because I've in the time I've been playing since the world since the war clock came out running around world forces world I've seen a lot of really really helpful commanders yeah there was some really cool posts on the forums and on reddit you know like hey you're gonna come in to wove on Tuesday here are some tips and tricks and like that look that was super awesome I don't know if you guys have seen it there's an awesome work log guide from one of our players on the forums now yeah there it is I mean it is a if you don't play world versus world or if you are just starting or if you haven't played in a while this is exactly how to unlock the war cloth this is step by step what you need to do and I love our players so that you guys are amazing so which actually leads me to what I that's one of my favorite things that I've seen since this thing came out what are what are some of your favorite reactions what have you guys seen that you've loved since the war claw came out um please make it about the were claw great chili dog do tell me about that later I mean there's so much like like launch day there were just so many people playing a game mode and like I jumped on a couple of a couple of worlds when I could and just seeing the Zergs rolling around and and I mean it was it was so world versus world there were there were the groups who were trying to unlock the war cloth there was a group trying to stop the groups who were unlocking the work like it was it was brilliant it was awesome the fights were great you know you you really got a good sense of like you know you know how the game mode operates and and and and the sense of those players as well um you know I was I was you know super pleased about you know some of the people who were a little skeptical about the motto first when we first announced it coming back to me and being like you know I was wrong this was pretty awesome I see that yeah and I I get a healthy dose of skepticism and something yeah it's a big change of the game mode it was you know it was gonna turn it was it was like gliding all over again right like a lot of people couldn't couldn't see how gliding could fit into world versus world and you know there were you know there were bumps along the way with gliding but you know I think the the solution we came up there was good and I think the mount is is good for the game was also I am I'm excited about yeah I mean same thing like all the new faces just the seeing the sea of war claws like running over the hills is just really fun seeing like the community rate overall reaction like Ray said there's a lot of people have messaged me the same thing like I was skeptical but actually I'm having a really good time and yeah there's a few things that we need to resolve but overall it's not it doesn't break the game like a lot of people thought it would and like I said there's still there's always probably always gonna be some issues we need to fix but I think overall it's been a great addition yeah you know it's it's our amount it's world versus world now we can fix the things that need to be fixed yet right we don't have to worry about how this affects you know you know like a PvE you know experience nearly as much as if like we were messing with the Raptor or something so it's I mean weird a good bird a good space to make them out yeah thank you guys were like you've put in since it launched to catch up on the things that you didn't anticipate and things that players surprised you with mhm and there are some things we thought might happen but wanted to see things like yeah like sometimes you you can you can foresee a problem and be like this is for sure gonna be a problem and then you know it ends up not being for other factors that considering and and so sometimes when like we don't think it's going to be you know like a gamebreaking bug we you know we hold back we're like well maybe we were wrong maybe this isn't gonna be as bad and then sometimes we're right sometimes wrong and you know we make we make moves to correct Nick yeah I mean we luckily we've gotten a lot of help from like the the platform team and stuff to get hot fixes out pretty fast yeah and we're gonna continue to work on that as we go shout out to Amy and Corey yeah seriously you're amazing alright well do you guys want to answer some questions yeah sure all right go ahead and you read them so okay I don't give you the wrong order I was just gonna go top to bottom because I'm a programmer Jamar turtle what was the funniest bug through testing and making it are making the work law that you really liked whenever a bunch you could jump dodge yeah that was gonna be white wine old me about that it tripled the height of the jump yeah that's the way it works like the movement modifiers multiplying each other yeah it was like a cat size jump it looked like it was really fun I was like I wish we could keep this in the game and not be horribly broken but you can completely just sometimes even get close to just jumping over the wall with no no just I mean most of our players learn how to dodge jump pretty early it's like an early skill to do and so it was very easy you could definitely jump through the little hole between the the gate and the wall it was pretty fun one thing we had that was pretty entertaining is while we were in development I removed the cost and the cooldown on the evade and then when I was messing with it I found that you can just hold the evade button down and like zoom super fast through the whole map you can make it from one of the other probably less than a minute easy forever yeah it was a bade forever it was necessarily a bug because we were actively working on at the time but we purposely disabled the cost so we could not have to wait for energy to return but that combined with like I had removed some other they had a camera what I remove every we're actually working on getting like because we were like right now like we hold down the the dad the - button for Raptor right like the longer you hold it the further we were considering doing something like that where you'd spend each one of your dodges by just holding the thing down it didn't feel good we couldn't get the we couldn't get the animations to look as good with that without a bunch of extra work so we ended up we ended up not doing that and in general and now it's there's a I mean it's not big but there's a little bit of a window there we are slightly more vulnerable I think of other bugs I mean early early like super early kind of going back to ripping the wings off a Griffon the wings aren't actually in you know necessary for flight Griffon so the early iterations of were claw could fly yeah without wings and so look really silly turns out they're not actually real creatures yeah no not real creatures just a bunch of triangles physics do what we tell them to should I read the next question see are you Sara Sunderland asks are we concerned that the now necessity of having work law will make a more difficult entry gate to new people in reverses world and that's certainly something we actually discussed quite a bit like we talked about should we have a rent amount rental should we not I mean we're still considered so considering about right now because it's still it's still a concern as Sara brings up it's still something where we're thinking about we're gonna look at look at adoption numbers and things like that and and I mean provide the tools that are necessary to make the game good I mean it's really like most players most the average world versus where a player definitely has path the fire but yeah oh yeah we're still talking about ways to like possible do mount rental I mean and I mean just looking back to gliding as well like you know it wasn't as a bigger problem and with climbing as well so we're we're hopeful that it won't be with this as well and commanders are really good I mean I've seen more commanders running around on foot to help keep the desert together I noticed that too so I mean commanders are good good about it the mounts still gonna have its place you know on an individual level even if commanders are still running around on foot because they're awesome yeah all right Ruby's gonna read the next one am i yes I don't have to pronounce that name immortality X now there we go I was gonna try and add the X in as part of the name it immortality' 'qs there you go why wasn't the war club given three endurance bars to jump in PvE as well why ray why I can answer that I guess so the way masteries work in world versus world is they only work in world versus world so in order to get that to work we'd have to do something similar to the way we did the the movement speed increase so the movement speed in PvE is the faster version of the movement speed but we had to like flip that logic over so we're the default speed is fast and you get slowed down you actually get a buff on you just slow you down if you don't have mastery and so we'd have to do the same thing with the endurance yeah so yeah it's the same reason why when you unlock the world claw through the mastery system and you're not in world versus world it doesn't actually unlock the collection is and tell you something but in world versus world is because the collection is unlocked by the buff that gives you and that actually doesn't get applied until you step foot into world versus world so it's just a weird technical thing about the woven mastery system we've done on purpose like we didn't want it to happen yeah sure right and so those buffs only get applied to you when you're in PvE or we're in world it's it's another part of dealing with that split between this is a world versus world mount and it has to work slightly differently it's totally something and we'll look to in the future I know we want to look at exposing some of the functionality into PUA just like yeah a lot of the skills didn't make a ton of sense like there aren't a whole lot of gates to pull open in in sniffing enemies yeah it's difficult right ooh make it work for good yeah so I mean there's considerations there it's just how does it fit into PvE and that was a question that I saw up there that I think mark scrolled by but yeah like I'll knocking that stuff in PvE you something now we're going to look at doing and whether or not it makes sense and various things yeah I mean that kind of addresses a little lilith love it's a question about a separate master system oh yeah yeah like we could add that stuff to a separate mastery track for PvE okay the question was would it be okay if he makes the work law viable in PvE like at a separate mastery system for the work law in PvE yeah so it's along those lines and I mean we could do we could do either right there could be a separate mastery system or it could be it just gets really like a lot more defiant to the oval and more especially the more different they get from game mode and trying to maintain them both it can be a little bit problematic do other teams get involved at that point maybe that was that's what we'd have to talk to other people about it because we obviously didn't want to make sure we don't break something in PvE as well yeah we're touching other game modes and yeah especially we had to add content right like that would have to go somewhere here and so someone would at least have to be like yeah you can totally add that to my map that's okay that seems like a surprise somebody doesn't want to find out the hard way mm-hmm no in their content we we tend to be good about that like yeah considering everyone else's work and what they're doing before we jump on things alright I guess except that tree etc exactly is there plans to enable using sniff while tethered to the gate I mean not we hadn't talked about we hadn't talked about it but I mean maybe maybe for another hundred points no I mean like it could be that would be hard to do I mean yeah we just have to add it to add it to that skill bar the cooldowns might be interesting just save the next question for Alex yeah we're all that Alex the question is about the name for the work law I think he's actually gonna save that for Alex all right I'm giving us three more questions because it's getting late and we still have we should show our concept art oh yeah yeah I wonder I want to see it too and we can't see that monitor right now so Marc will have to let us know that's other concept we have two pieces of you don't have the other one okay we'll have to a lot finer I'm gonna I'm gonna I'm gonna afford it - I'll go back but we can that's that's the concept art from our first meeting yeah so yeah all right yeah there was one more question on it was waiking the mountain stealth why so inclined yeah you can stealth along about um I mean I was just kind of a holdover functionality from the way Mouse work yeah Mouse it's something we're actively talking about we're gonna look into it we're talking about with the skills team as well to figure out is this the right way to hell this or should be this should be handled differently or should we disable it all together yeah and there's a conversation are the systems team in general has been having that's one of those things that like we weren't real sure how it was going to work out and so we decided to leave it and leave it as it was and and move move on it yeah all right sweet that one's saved for Alex all right I will tell you guys thank you and let you get back to work with us and we will be right back with two more of our work our developers thank you [Music] all right welcome back and we have two more of our work card event work law developers I'm calling it the work learn now work blur all right I'll let you guys introduce yourselves and talk about what you did for the work law I'm Alex Kane I was the narrative point person on the work law wrote a bunch of the lore and figured out how was gonna work in the in the overarching Guild Wars story cool Joseph Clark sound designer for the work law difficut roles movements skills kind of designed the audio for the alright well let's start with the narrative journey for the work law it explained yourself I probably have to do that yeah in the best way possible so Bobby Stein came up to me and said hey they're adding a new mount for worldview world it's a big cat and you need to do some work on that and I was like okay well big cats sound pretty cool so you know I had to figure out how if they managed to materialize in the Guild Wars universe and why no one had actually seen them before that usually is that was the best place to start and so we concocted this story line about how these these creatures were used in the mists they they're they were a magical construct similar to the San jackals and ancient kingdoms throughout the mists used them as cavalry and we're not really explaining too much about that backstory or anything like that right now but you know they've been there they're these pieces of their battle armor were strewn about the mists and now people are finding them and some enterprising scholar was able to piece them all together and bam there's there's this war claw already ready for combat and it was it was a fun little store to put together I think there's there might be a book death in there somewhere sort of explaining the the beat by beat of that little story but but yeah that was how it all started so we kind of did this before with regular with the mounts that we've already had with I think the festival of the four ways yeah that was me too IIIi reckoned a lot of stuff it's not really reckoning it's you know these mounts were in alona and you weren't in alona you were in teria and mikuma so when you go to the festival the four wins there's live there's this conversation that I wrote where you know some some alone Ian's are like you know well yeah like so you've got mounts that's pretty cool and all the Tyrians are like yeah like they would have been useful maybe when we were fighting mordremoth and as I can you jerk yeah you know like why didn't you tell us that you had mounts like oh we thought you knew mounts are pretty great fortunately this was a little bit because the war claw is it's it's a mist focused creature the lure had to focus on the mists and that was a lot of fun because the mists are kind of our you know anything goes you know territory so it was a lot of fun to put that together and to to to explain how they how they came to be it was a lot of fun awesome all right so this scholar he's just putting together these random pieces but let's see what this does this seems to fit together suddenly huge cat yeah uh not expected uh by any stretch of the imagination I was totally chill with it he said well the cow no no no no hammers the the the scholars not cool it so like you've got a bunch of like nerdy priori scholars that are like you know putting this thing together like you know like like a paleontologist putting you know bones together or something when you put all the dinosaur bones together the dinosaur doesn't just materialize though that would be awesome but awesome but when they do put all the pieces of the armor together the magic that binds the the essence of these creatures reforms and becomes bound to the individual that piece to the armor together which is how we're explaining that players that assemble their own armor sets of the war claw armor are able to then sum in their own war claws and the war claws are born and bred for combat since the ancient times when they were first when they were first made and so you leading it into battle is like you're doing it a favor like it really wants to get out there and you know nothing you'll knock some knock some doors down and you are just doing what it wants you are just you know it's like with a normal cat you just like you know you throw the ball with this you actually tear down tear down gates you're making it happy yeah that's what that's what makes all cats happy I'm sorry I'm thinking about how mine just kind of watches the ball and then she goes back to sleep she's not the brightest bulb in the box no well studies suggest that cats do understand what we want they just don't care that also sounds right all right so that fits did so your the narrative that you worked on is did that have some say in the collection I'm assuming yes yeah it was I mean all of these things are a collaborative effort between you know between the designers working on it and the artists creating the actual look of the thing and narrative so in this case it was a meeting very early on and we you know we just asked hey how do you get the thing how do you how do you get the war-club what like is it you know do you go to a shop and do you like buy it like is it is it there is it do you do you find it wandering around out in the wilderness do you have to do something do you have to like find pieces of meat to like you know to get it like giant adoption-agency yeah or or giant giant war claw adoption agency so like these are the questions that we have to ask like how do you get the thing and they very clearly said you know no it's going to be a collection you're gonna find pieces of its armor and so from there the thing I have to think of is like okay so you can't get it until you get all the pieces of its armor what does that mean how does that make it appear how does that tie into its overall lore and so from there I was able to concoct this story basing it again on sort of the lore that we have for the San jackals which are you know Jin built constructs using using magic it's it's a similar kind of mechanism but obviously not Jin created these things were made by some lost civilization long lost to the mists and that helped sort of you know no pun intended piece the whole story together you finding all the pieces of armor putting them together and then that creating the war claw and design was super supportive the whole time it was it was really great collaborative effort and yeah we uh we think it turned out pretty well people are also enjoying the work law so that's uh that's great cool alright so giant cat from the mists and armored up what does that sound like let's see yeah first I watched some he-man somebody had to say it yeah it's a large cat I kind of went back into my you know early sound design days and kind of watching some of the greats like Jimmy McDonald he was a sound designer from for Disney for ever and I remember watching this thing where he used one of these glass chimneys for to do a bear because it's kind of like the shape of it kind of gives the boo meanness and girth of like you know the chest cavity kind of sound and I started there so I can do my own guttural here yeah yeah holding that I don't mind at all it's for science yes right there yeah so yeah so this is the start of the war claw how to use my hand I'm copying it kind of helps with the foreman like the mouth and stuff like that and yeah so started with this and so that was me and I needed to then kind of layer in some and my still holding this is just like pulling it there for like 30 minutes thank you thank you that was great that was awesome thank you yes so I started with the roars and then I layered in some let's see I used a garbage can dragging a garbage can on the ground kind of help would be like her kind of sound of a big cat like the can and kind of dragged it and like gave it a little bit of uh I think actually have some yeah that's [Music] that's a great example also and we being life of a sound designer I believe how back that just came about was us like we were moving a garbage can Jerry Schrader who was in the video performing moves can on our carpeting in the hallway I was like sounds really cool we have to do it do it so we got great with sound design with Foley and stuff like that you anytime you hear something interesting like it's not necessarily like we need it right away very good to get that in our library put in our back pocket for example I knew we got that I'm like okay so I need kind of curry big boomy per sound so went bad got that pulldown and I also used another garbage can - garbage cans it's very no expense recycling and normal garbage exactly yeah it's quick movement kind of get some snarls and I there's that and then there was a double bass upright bass on this back and we kind of did some slides and got this hang out Godzilla was recorded I found it got so anyway oh no I'm actually wondering is that like is that the double bass you've had in there for ages yes okay Gary brought that and we've had that on Gill chat before double basses goodness yeah so interesting that's kind of layering those on and figuring out the right position for those I'm also included that I think I like before and after of the go to the tapes let's yeah let's let's watch the tape tape for the pictures will be yeah let's go to the tape keep saying it until it works go to the tape yep it's picture but yes - oh that's the double bass suck it so yeah there was me with the chimney the base and the can and the big dumpster can so those are just the sounds individually that I pulled in and with proud without process so yeah we're not processing we can play that quick [Music] okay all right so the kind of snarl of the big dumpster can gives you that kind of like throaty like that kind of initial part of the guttural so you can't put that in front you have my kind of thing going on and then I layer in the double bass for that kind of blue meanness of like a leave a lion or a tiger kind of like room that kind of like we just sound and then end with the / you know that was the design of the sound and then from there I processed it so like you were saying with the lure being from the mist someone kind of otherworldly ghost-like kind of ethereal quality exactly yeah so I did some like reverse reverb which kind of gives like a little bit of a lead-in to the phone so you can I get that now so you listen the process version cool so yeah so the thing the thing I love is that it's not just all right let's just take a lion sound right process a little bit and slap it on there it's okay this is a huge mystical battle cat from the mists let's build this from the ground up right which made something incredibly unique to this creature so kudos because that's amazing yeah I mean I could go get a bear and put it in a bear please don't the fully rooms not that big can't really work with animals like thing like that's the one issue with Fidel yeah it's very nice to kind of work from the ground up and to kind of design that sound like know what it sounds like kind of knowing what materials or things I have or what things I like to kind of recreate that sound yeah it is you guys have such a cool job in there and we also did some the Foley session for the armor of the yeah that's cool yeah it's interesting to kind of our one of our traits is kind of collecting things recording it in our room they never know we might need it we've used the metal plates before but they were kind of eventually we do clean out but um they were kind of just in there waiting like I need some nice kind of jostle armor movement sounds and we just thought the plates like steak then grab this and try this out it's kind I get a media are one of the signers in the video Jason Topher was like let's do that the final sound but basically that same idea and we had some of these metal floodlights and kind of layered it like laid it on top as we were doing that motion so it kind of got like the big the Clank of the metal and then a little bit of the jostle of the metal floodlights and just so you can I get that movement with and stuff like that so yeah it worked out really really well so all right well do you guys want to answer some questions cuz I know we saved at least one for you sure okay what do we got we have how did you come up with the name war cloth ah that's a good question it was okay so you could make something up if you want that's no I I don't have to here's the thing it came to me and it was battle cat that was the temp name that was tempting it was like this is this is what this is sort of the vibe that we're going for I was like well we can't use we can't use that because we can't use that so so I I do what I normally do when I've got to name something that is going to you know it's it's a it's a big feature it's a marketing thing it needs to go through a lot of different departments I can't just name it you know you know something I can just pick a name out of thin air and just run with it I have to fit it through a lot of people so what I normally do is I go to the arena in that narrative email alias and I say hey this is what the thing looks like this is what it does this is the vibe that we're going for it's a little like it's a little like Cringer he-man thing going on a little little battle cat going on you know how do we how do we put our stamp on it you know how do we put our unique stamp on it and we get a bunch of names that are thrown out sometimes the prefix is really good like oh it's the war or something it's the some it's the war or something it's the battle something you know it's and then you know sometimes the suffix is really good it's the claw something it's a cat something or the something cat was something claw and ultimately what I did was I looked at a bunch of different recommendations I think it might have been Samantha wall schlager I don't want to prescribe like I'm pretty sure that she she she had like a couple of different ones and she said like how about how about the war someone might have suggested war cat and someone might have suggested something else or something claw but it definitely a bunch of people putting their heads together to come to this name and it seemed you know pretty pretty straightforward after that it was you know oh you know it's a it's the war it's the war claw it doesn't actually describe the animal per se it's not like the Raptor like we do like they have to Guild Wars 2 it's more it's more like the the the Springer you know it disagree or but anyway the you know it describes more its its purpose and describes what it does you it has claws and you use it for war and that worked out pretty well so yeah that that was the long answer the short answer is a bunch of smart people through a bunch of names together and we think that something else and this is what fell out yes that works not fell out expertly plucked out from from the collection of names all right that works yeah that makes me feel like I did a little bit more yes you did oh yes their concept art for the war claw there is let's see the amazing done stuff to art show it I don't know if it's being shown I guess okay yeah yes this is this is our fantastic concept perfect I want it I want it to be my my wallpaper on my computer we do you like a like a cell shaded skin that just looks like that that would be like oh my cervical areas would be fantastic yeah yeah oh they're there any other questions any penny narrative no great well I'd like to think that it's because we answered all the questions ourselves and there are literally no more questions that people also because we're approaching 1 o'clock and we need to wrap up yes because we have things that we need to do so all right do you want to say let's look at the tape one more time let's go to the tape go to the tape sorry what do we get we have we have any very nice that's the work and that's the work law thank you guys for spending an hour with us I appreciate it thank you both for hanging out yeah I need to go finish earning my work law have a great Friday we'll see you guys later bye [Music] [Music] you