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with white noise the objective is have a
season that's about Intel that's about
communication that forces communication
to those operators that you meet
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well dokay b is a name from korean
mythology and it's actually a type of
gobbling and it's a goblin that has the
ability to inhabit inanimate objects to
achieve a new breath are we making at
least 40 different iterations of a
singular character and each time it's
our gonna give this boot we're gonna
keep this add the glasses it's something
that we wanted to keep on the character
you know it's not super tactical she
wants to keep her own signature honor
and to show people that she's the she's
the Acker and we really wanted to have
an operator that play with sounds as an
Intel or control interior design
she is a heavy interpreter and we just
wanted to bring that back into siege
vigil is a great you know intel
destroyer information in the game is
driven like two or three second stop
vigil with ease ability makes
information irreverent from sickening
water yeah vigil honestly it was all
about the mask I think we did 15
different other intuition on the mask I
looked at it and I was like oh okay for
me the mask came out as being more than
just a ballistic mask it was more than a
look immediately the backstory started
filling in you know
coming til kirby and vigil represent
kind of a way that we want to start
doing things with our characters when
you play a game you always
imagine a story you can't help yourself
it's almost like a human nature you want
to create stories between those
characters you can see that some of them
just play really well together we're
crossing a line we use to not cross and
I think it's really interesting because
where everybody is enjoying it because
we're not constrained anymore into a
specific natural control terrorist unit
now we're really creating a new
character with a huge personality and
it's the same thing with all the
operators we want to create more and
more layers to them to really create
some complex and multi-layered
characterization so that it explains the
way that you feel when you play them
ever since that we had Ellen in mind we
were already designing Sofia we were
really invested in creating that
interaction between two sisters who have
to deal with a legacy that is bigger
than themselves actually the very first
iteration we made on her she was
throwing these all these gadgets these
grenades actually by him it lacked
personality when we got back to the
simple idea of having a grenade launcher
we immediately found it like to have a
much more personality on screen and also
it opened for the possibility of
everything this bounciness on the
concussion grenades we really wanted to
find this game press that doesn't really
exist yet this is depth in terms of okay
how how creative can you get when it
comes to making it bounce and not
exposing yourself but reaching a very
specific point we felt like it started
to get really really fun
there's a cookbook first seach now we
know exactly how to build a siege map
what we did with tower was we've made
the inside and outside one there's
there's no differentiation because you
played normal maps you go outside the
map and then it'll be a warning if
you're if you're a defender that'd be a
warning saying hey you're outside the
map you'll be detected in this that is
none of that we try to bring something
different and that's actually the case
with tower we went a bit further we had
our siege formula and we wanted to have
something super new and we kind of try
like coming in a nice in-between and I
think we always try to bring something
new but we're having our foundation of
what makes a good siege map did rappel
with the verticality that were like once
when people were exposed to that they
were like were like it cuz he really
does give that feeling it's a nice
interaction with the players where they
push the maps to their limits and it
forces us to push our limits even
further so we learned from them and we
kind of adapt
we feel like there are many territories
of siege when it comes to the specific
grammar of house each place where the
wrong looks like what are the different
phases of the round what do you do when
you're alive what do you do when you're
dead there's a lot of territories in
there that we haven't explored that much
I'm very excited about a lot of things
that we're working on right now yeah
that's that's very exciting for me is
that the idea that we're not just
repeating ourselves inside the same
boundaries not just creating new
operators but also trying to expand the
global grammar and vocabulary that
they're using to try and make this
gameplay even more complex and deep
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