Is there a dev for Enemy Creation?
I haven't heard of any dev being assigned specifically to handle NPC creation although there may well be one. As you say though the creation of NPC groups is going to require work from most of the different departments.
I would assume enemy creation is from a large group of people, actually. Powers would need to be balanced, the look of them would need to be tweaked, animations would be needed, etc. Given that, one specific dev would be unhelpful.
Though I'm sure Positron has a lot of say in giving an enemy group the go ahead.
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That sounds about right. You'd need the very sexy Jay to design their outfits, BABs to design possible animation FXs in regards to aura's/uniques, a big enough datamining team to crunch the numbers through strenuous repetition, a crack team of concept artists to come up with the idea in the first place, somebody to flip through the CoX Bible for references, game lore connections and relevencies, and then a Blackout team to eliminate said person who flipped through the CoX Bible.
So really, the work needed to create even a single NPC alone is a bit beyond any single designer.
I'm betting Positron assigns people to the task when the situation arises. I don't see them releasing new enemy groups every issue (or every other issue), so it's probably a situational need. Posi or several of the devs express the need for a new batch of NPCs, Posi lines up the devs and goes "you, you, you, you and you. Make a new group to release in the next issue. Go." And then they get to work. Yeah, they probably have the devs from the main departments like powers and animations to iron out certain issues, but then they have their own projects Posi put them up to too.
First, you need the creative design team to come up with an idea for an enemy group. This would be Positron's design and story-telling team: Hero 1, Horatio, Dr. Aeon, and War Witch.
Next, you'd need you character artists to draw up some sketches of what they might look like. Everyone on the design team gets to make comments until a final draft is composed. Design artists are: N8, Carotello, and David Nakayama.
Then it's over to JLove and Cherryl to skin the models. And Ken Morse overseeing all of the art projects.
Then it's over to BAB, Keetsie, Colin, Nelson, and Ron to animate them... depending on what attacks they have.
That brings us to the Powers team to determine type of attacks and the mechanics behind the attacks. That would be Castle and his team: Synapse, Sunstorm, and Andy.
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If I remenber correctly, nearly 6 months ago, there was a job proposal on Paragon Studio website. They were looking for a specialist of "non-bipedal animation". The one they recruit to fill this role is the closest dev to an ennemy designer dev.
I know from previous remarks, at least before he got any minion-types, Castle was a big part of enemy design as the powers guy.
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If I remenber correctly, nearly 6 months ago, there was a job proposal on Paragon Studio website. They were looking for a specialist of "non-bipedal animation". The one they recruit to fill this role is the closest dev to an ennemy designer dev.
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Which he isn't, quite.
I mean, there is design, power design, and any animations for unique powers, costume design...
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Would also need some research done to ensure that it wasn't an enemy group that could be confused with any other pre-existing group from comic lore or wider popular culture.
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Whoever or whatever they have behind that...
Please, go back and give Skulls, Hellions, Trolls, Outcasts and Infected new costumes.
So, so generic that it makes my optics fuse and melt...
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IMO, I think they should stay the same. They aren't really a super huge villain organisation, but mere street thugs. The look seems to fit perfectly.
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They aren't. Those are meant to be actual skulls on their faces.
The Vahzilok Reapers have better skulls than the actual Skulls! How lame is that? Just compared to the newer groups, the textures and such on the old mobs are really patchy and dull. Even a slight tweak would make them look better.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Even a graphical revamp'd be nice. The skulls look like they are wearing masks...
They aren't. Those are meant to be actual skulls on their faces. The Vahzilok Reapers have better skulls than the actual Skulls! How lame is that? Just compared to the newer groups, the textures and such on the old mobs are really patchy and dull. Even a slight tweak would make them look better. |
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Basically as it says in the topic.
I know it seems like a silly question, but I don't see anything suggesting such on the Paragon Wiki listing and the closest seems to the the Character artist, but it also seems like making NPC enemies in the game is a mix of jobs from all manner of different departments. I could see it involving the Cheryl Austin (Character Artist), Manticore and Hero 1 to make sure they fit into the story or add their place in the story, BaB and Castle for powers, effects, and animations, and the list could go on.
Again, sorry if this is a dumb question, just curious.
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