Tuesday, December 26, 2017

Red Post Collection: Battlecast Illaoi: Concepting, Naming New Champions, & More

Today's red post collection includes info on the concepting stage of the upcoming Battlecast Illaoi skin, a dev blog on naming new champions, a new Helmet Bro, and more!
Continue reading for more information!



Table of Contents


Battlecast Illaoi: Concepting 

Nerp1186 is back with the most recent update on the Battlecast Illaoi skin! Today's update brings full concepts:
"With the vote closed and the winner announced, it’s time to start locking down the complete concept for the next Illaoi skin, Battlecast Illaoi (name TBD). But before we can finalize the concept, we first need to work out some details about the theme. 
WHAT’S THE BATTLECAST UNIVERSE? 
Battlecast uses a lot of metal and tech, but it’s grimy and imperfect. Contrast this with something like PROJECT, which is sleek/shiny, or with Program, which is more digital/cyber. Battlecast is sci-fi, but the tech isn’t as advanced or clean as some of those other universes, so it’s got a retro, dirty sci-fi feel to it. 
Additionally, we have to nail down what makes Illaoi special in this world. She’s not a machine—she’s an organic rebelling against the machines. How does that change how we approach the skin? 
ILLAOI’S BACKSTORY 
As we start to concept a skin, we want to avoid just copypastaing a theme onto a champion and saying, “Looks cool, time to go home!” We really try to think hard about both the theme and the champion, and then find a place that makes sense for both of them within an alternate Runeterra. For Battlecast Illaoi, we came up with a brief backstory about who she is, why she’s here, and why she’s carrying a giant robot head: 
Creator Viktor’s machines destroy and hunt humans in this war-torn world. But his plan quickly runs into a problem. 
Viktor attempts to assimilate Illaoi, but she proves too strong. Illaoi breaks free from her bonds and, armed with only her new robotic arm, she tears the head from the giant mechanized guard and carries it with her. She quickly learns that the components implanted in her allow her to interface with Viktor’s machines and central computer system. Hacking into it, she is able to escape to relative safety, where she starts planning her resistance. 
There was lots of debate over Illaoi's outfit. In the end, we looked for a solution that balanced the concept that players voted on and what might make more sense for Illaoi as a character.
A key goal for any skin is that it communicates a clear theme and general story within the first three seconds of a player seeing it in-lane. Building stories like this before sketching out ideas helps inform our designs. Her clothing, machine oil warpaint, color scheme, and of course the giant robot head, were all chosen to scream out this story.* 
Now it’s up to us to use the model, visual effects, animations, and sound effects to make Illaoi the most badass resistance fighter the machines will ever face. 
*It’s worth noting that a lot of times, these napkin-written stories are used more for inspiration than they are as lore, and sometimes they change or are never overtly confirmed or spoken. 
THE TENTACLES 
Illaoi’s tentacles are her defining feature, so nailing these is vital to the success of the skin. 
We had the mech-hand in our early concepts, but got some feedback from the gameplay team that the idea of a “hand-tentacle” was going to be an issue. 
The hand concept was pretty popular when we put out the vote; making a change of this magnitude isn’t something we take lightly. Unfortunately, it’s part of the development process that a lot of interesting ideas get left on the cutting room floor—even stuff we love. Gameplay gave us some insight into their reasoning, though: During Illaoi’s development, the champ team tried a few different tentacles for her and learned that solid or opaque tentacles made teamfighting a nightmare. Illaoi would ult and no one could see what was happening because of all the tentacles flopping around. It can already be difficult keeping track of everything during a teamfight, and transparent robo-hands kind of don’t make sense, so we weighed our options and decided to keep exploring. 
We all learned what “Trypophobia” is with concept B when a Rioter called it out. The more solid metal tentacles suffer from the same issue as the robo-hands: no transparency.
“These are some great explorations. I think I'm reading 'eternum' more than Battlecast at the moment. 'C' feels really close though. The exposed cables underneath feel really good. I think if we make it feel a bit more hard-edged and more like bulky iron rather than sleek titanium, it will nearly be there. For Battlecast, think something more along the lines of tanks, or weaponized tractors. This feels too much like sleek sc-ifi at the moment.” – MechaHawk, Art Lead

One idea was to have the tentacles be solid when idling, but more ethereal when attacking, that way we could give them the solid look we wanted without the included gameplay issues. But when we looked into that approach, we realized it would require completely reanimating the tentacles. We like the idea, but the animation concerns are enough to make us keep looking. 
A quick proof of concept for what solid-to-ethereal tentacles would look like in game
Finally, we get a little closer with these: 
The glowing red look is a key element of Battlecast technology, and these new tentacles are capturing that well. We aren’t as concerned with these cluttering the game because they will be mostly ethereal, while hopefully still feeling solid and appropriate for Battlecast. We think the base needs the most work from here (figuring out where Illaoi’s tentacles come from is one big challenge in designing visuals for her). 
THE TOTEM 
Going back to our original concepting story: Once Illaoi has decapitated her robotic guard, she uses its dismembered head to fly to safety. Alright… but what EXACTLY does that look like? 
We’re looking at her totem as not only a weapon, but a remote control for the machines and her main mode of transport. A flaming skull probably doesn’t fit this well. 
A little totem flambé maybe?
Instead, we’re opting for something a little in between: 
PUTTING THE PIECES TOGETHER 
Finally, we have just about everything we need to lock down the look of the skin: 
This is the 90% final look for her. Through development, we will need to make tweaks and adjustments, but this is pretty close. 
Now that we have the concepts close to finished, we’ll be figuring out how to take Illaoi’s kit into the Battlecast Universe."

Naming New Champions 

Here's BananaBandit with a dev blog on choosing names for champions:
"Kled, Xayah, Illaoi, Kayn. These are all words League players have heard, read, and maybe even shouted… but where did they come from? 
Narrative writers are the primary people tasked with giving League’s champions their names. It’s a process that starts on day one, and it involves a lotta research, namestorming, and rejection—from both the narrative writers themselves, the champion team, and localization. But in the end, there’s guaranteed to be only one name left standing. 
STORY SKETCHES AND TERRIBLE TEMP NAMES 
Naming really begins once the general direction for a champion’s art, fantasy, and personality are decided. “You’re always thinking about the name, or putting off thinking about the name,” says narrative writer Michael “CoolRadius” McCarthy. Even when it temporarily evades thought, considering names becomes unavoidable once it’s time to start working on story sketches. Story sketches are the narrative version of concept art—writers create short stories about the new champion to explore and define their personality. 
“We’ll try putting some names into the story sketch just to see how it feels,” says Odin “WAAAARGHbobo” Shafer. “Does it work at all? Or is it just weird?” 
Sharing these story sketches with the rest of the team can get tricky: What do you call a champion who doesn’t have a name? One thing writers try to avoid—both in story sketches and beyond—is giving the champion a temporary name because sometimes it becomes permanent. “Temp names have a tendency to take over,” says Ariel “Thermal Kitten” Lawrence. “People will become so attached to it that it becomes impossible for them to let go.” 
Kindred is an example of a temporary name that turned permanent, but that was only after exploring lots of other options. The team decided “Kindred” was the best fit for the character because it invoked dark fairytale vibes (one of the goals for the champion) and was the combination of “kin” and “dread.”
Some techniques writers use to avoid naming champions too early include: 
  • Give them a temp name no one can pronounce: WAAAARGHbobo often uses Aztec names in story sketches because almost nobody on the team can pronounce them. “I’ll use something like Xllih, and people will come up to me like, ‘How do you say this?’ And I’m like, ‘Exactly.’”
  • Give them a god-awful temp name: “I try to create a working name that’s so ridiculous that nobody will want to pick it,” says Matthew “FauxSchizzle” Dunn. “If I do it well, everyone will be like, ‘Please, we really need a new name.’” For example, Aurelion Sol’s was “Heaven’s Coil.”
  • Stick with the name being used for gameplay design: This method can be convenient, but oftentimes that name ends up sticking around. “It has a lot of influence on their personality and frequently turns into their title,” says Thermal Kitten. “For example, I referred to Taliyah as ‘Stoneweaver’ for a long time, and that’s her title now.”
SETTING GOALS 
Before brainstorming names, narrative writers sit down and decide on the goals. There are some universal rules that apply to most names, such as that names should be pretty easy to say (Illaoi w

from
http://www.surrenderat20.net/2017/12/red-post-collection-battlecast-illaoi_26.html

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