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so we really wanted both operators to
have gadgets that's easy to understand
when you see them easy to use but it's
how you're going to use them that's
going to make a difference
what they both do is quite simple but
they work as a team in an excellent
manner as well
the choice of country is a decision that
our directors make and then it's up to
us to come up with the best plan of
action and the best person that we can
find so they gave us peru in mexico we
will then brainstorm with the cell with
the directors and say what's a good fit
both for the code name for the character
who do we want them to be what do we
want to focus on adventure
the inspiration was drawn by big part by
the community they suggested a ladder
operator we tried to find a sweet spot
between okay we understand what they
want so we figured you know what why
don't we just do a grappling hook
we were actually able to use it indoors
at the beginning to any
balconies indoors so we're thinking back
there
but quickly we saw it wasn't very
siege anymore she was zipping herself to
any point she wanted maybe not game
breaking but it was certainly siege
breaking
so we had to adjust her so that what she
does now is probably the best for the
game so amaru is an archaeologist
anthropologist from peru she joined the
police force and then realized that art
trafficking is a huge problem in peru
there are a lot of artifacts that go
missing they get shipped across borders
and so she started fighting them in the
jungles so she changed and evolved
around that idea and eventually became
who she is now
i knew that she's an artifact
protector let's say early design of
amaroo was
she looked like a librarian
very nice haircut all tucked behind
well-mannered yeah greg passed and
passed at my desk back then it says no
more more grit more rust
that's your
the beginning prototype of the vulcan
shield was nothing what it looked like
today it was actually a small canister
that you could throw anywhere you wanted
it was a red color you shoot it it
explodes
it didn't work out too well because on
the defender side you never really
remembered where you hid it
and when you were dead and you were
trying to make call-outs to your allies
to shoot it it led to very cryptic
call-outs like right next to the bed no
right beneath it and defenders could
never really get that team play they
were looking for it was tiny when every
time we made it bigger on the attacker
side they would see it in the night
super quickly so that's how it came to
be that the canister is still very
available for defenders today with the
vulcan shield because it's protected by
the front but yeah on the attacker side
well you can see it now you have to
decide what you do how can you solve
this puzzle
the fire was actually twice as big it
was really huge and most of the time
there were more defenders dying than
attackers so we kind of brought it down
it kind of feels like a double edged
sword sometimes but now it's it's a
controlled one
when goya was 11 his father and sister
were killed in an explosion
his mother shielded him from the blast
as a result she was crippled but she
survived and he survived so while he was
recovering himself and his mother was in
hospital amaru was the one who came and
took care of him and she was really his
cool aunt who would fly in from occasion
to you know teach him to do things that
his mother didn't necessarily want him
doing and then leave again but as the
gadget evolved our vision of him evolved
so originally it was that he took the
bomb and he made it bigger and better
and he wanted to get revenge on
everybody which fair enough but as his
gadget evolved and it got put on the
shield and it became much more of a mind
game then we started to think he's much
more of a tactician he's someone who
uses this as a deterrent i'm trying to
let the player know that by looking at
the outside shell of the character you
know who's inside
because who's inside is actually more
important the way that the way he's
going to pose himself the tilt of the
head
i mean is a good way to tell stuff about
characters
to me the most exciting part would be
the iteration of those characters i have
a lot of liberty and sometimes they like
some elements and they combine it with
what they liked
there is a volcano in mexico called goyo
odongoyo
and since his shield explodes his shield
is called the vulcan meaning volcano it
seemed a natural fit to give him the
name goyo
i've designed the original map
and i think i've been more harsh on the
rework there was
so many things that i wanted to change
so many things i wanted to improve i'm
definitely better now as a level
designer as i've done so many maps now i
definitely learned a lot
making a rework is actually
different i i wouldn't say it's easier
when we make the changes in a rework map
we need to be really surgical the
problem that we had in the initial
design of canal was the lack of rotation
because in the map there's actually two
buildings connected by one bridge
now we decided to to add another bridge
there was another problem in this map is
that in each building we had also a lack
of
connection between floors
so this is more vertical navigation
but we decided to add another staircase
on each building
one of my favorite things about our
community is they will pick up on
details of our characters that we put in
there and we didn't think anyone would
see mostly for me what i'm hoping
is that for each operator i write
there's a heart
there is an issue or a person or
something that is so deeply important to
them that it informs everything that
they do and when someone creates fan art
that touches on that heart
i just i get chills i love it
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