PC/CONSOLE – Magic Media Studio https://magicmedia.studio Magic Media Thu, 11 Aug 2022 10:14:10 +0000 en-US hourly 1 https://magicmedia.studio/wp-content/uploads/2021/07/cropped-512x512-Favicon2-32x32.png PC/CONSOLE – Magic Media Studio https://magicmedia.studio 32 32 Crusader Kings III https://magicmedia.studio/case_study/crusader-kings-iii-2/ Thu, 21 Jul 2022 17:07:45 +0000 https://magicmedia.studio/?post_type=case_study&p=3868

Crusader Kings III is the latest in the grand strategy games from Paradox Development Studio. Joining its predecessors in the list of one of the most popular strategy games ever made, players take control of real historical characters. Ensure your character survives the brutality of the world and war, deliver an heir to the throne, and guarantee the success of your lineage.

king 2PROBLEM

The main bulk of work we were brought on to do was clothing and accessories for the multitude of characters in the game. There is a significant amount of items and accessories available to players in creating and customising their characters. Our work included creating costumes and clothing, hair styles props, headgear, and some of the buildings that populate the world map.

Our work with the client was a lot of communication and back and forth in batch deliveries.

king 1SOLUTION

Working in constant communication with the client, we were able to respond to their needs and requests on a batch basis. We used Marvellous Designer to simulate any clothing and cloth and added fine details in ZBrush.

Our modelers optimized the model with a highpoly texture bake and a UV wrap, and then shipped it to be rendered by the client’s team. Later on during production, we gained access to the engine proper. This allowed us to deliver the final pieces rendered in-engine for the client.

kingRESULT

With each batch delivery of items and accessories, the client would request more of us. They were very happy with the quality of our work and with the efficient turnaround we provided. This culminated in the client granting us access to the game engine, which allowed us to deliver the models and accessories fully rendered.

]]>
Railway Empire https://magicmedia.studio/case_study/railway-empire/ Thu, 07 Jul 2022 17:06:45 +0000 https://magicmedia.studio/?post_type=case_study&p=3876

Railway Empire is a railroad construction and management simulation game. Create elaborate and wide-ranging rail networks as you operate over 40 trains from the 19th Century. Each travels your vast rail network that players can create, expand, and customise across a variety of locations.

trainPROBLEM

For this project, we created a number of trains and their accompanying train-cars. Later on, we were contracted to create a large number of the buildings that populate the maps. We also created some of the animations for the trains. We worked on several of the DLCs later released for the game including the Japanese, Germany, France, NE Europe, Great Britain, and Ireland packs.

The main bulk of work is in faithfully recreating these older trains while working off little to no solid references. Due to the historical nature, the amount of visual references are quite sparse and any blueprints are often scaled incorrectly. And in the event that we had solid blueprints, we had no textures to reference or utilise in our work.

train 2SOLUTION

Our team simply had to scrape every detail they could from available references and work off intuition, repeated tests, and some guess work. Before many tasks were assigned to us, we completed test tasks for the client, guaranteeing they were happy with our quality of work.

Our artists and modelers worked to find the right size and proportion of these trains, using a mixture of the older references and any newer available ones from similar lines of trains. We also had to ensure these models were animation ready and that they would move realistically. We used Maya for the shapes and animation, and Substance Painter for the materials and textures.

train 3RESULT

The client was quite happy with our work throughout and this is evident of their repeated contracts with us. Initially, we created trains and some buildings. Now, as the project is said and done, they were so happy with our work that we ended up working on numerous DLC packages that were released post-launch.

]]>
Binnamon https://magicmedia.studio/case_study/binnamon/ Thu, 30 Jun 2022 17:12:12 +0000 https://magicmedia.studio/?post_type=case_study&p=3993

Binnamon is a PvP MOBA with a focus on ranged combat in a battle arena. Omitting the lanes and minions of the traditional MOBA games, players can leap into combat with their unique NFT creatures and monsters. As an NFT based game, players can import their NFTs from the other Binamon collections as well as collect new creatures and monsters to utilise in the fight for victory.

binamon horse e1656587644963Problem

We were contracted for full-cycle development with the Binamon title. This meant we handled everything from the initial designs and game design document to the core programming, art, production, and the UI/UX design. This project is still in its early stages, but we’ve been working on implementing the NFTs into the game’s design and the feature allowing players to import other NFTs from their collection. We cooperated with the client’s backend programmers, blockchain specialists, and Unreal Engine developers to achieve this implementation.

binamon horse 2Solution

The game’s design went through several iterations from the original concept. Most notably, the game would have originally been focused on melee combat. After some research and testing, we decided to switch the game to a ranged combat system. We remade the core mechanics to accommodate this change and overall, it was a positive one. Playtesters and QA staff all reported a better feeling while playing with these new mechanics. Finally, we were working on these iterations and new updates on short turnarounds. Blockchain and NFT games are community built and focused so we aimed to have efficient turnarounds for the eager Binamon community.

dragonResult

Over the course of delivering several updates, there have been two sets distinct, separate feedback from the community and the client. This gives us interesting sets of data to work with given the different sources. Our latest update was very well received by both. Overall, both client and community are very happy with our direction and with our deliveries of content and updates. Our latest update was increasing the server player counts to 60. Next up is creating individual servers for each region.

]]>
Nine to Five https://magicmedia.studio/case_study/nine-to-five/ Thu, 30 Jun 2022 17:12:32 +0000 https://magicmedia.studio/?post_type=case_study&p=3872

Nine to Five is a free-to-play team-based FPS that breaks the traditional formula. In the future, corporations rule and mercenary work is just another way to make a living. Stake your life, and money, on your team. In this 3 v 3 v 3 shooter, reflexes are useful, but teamwork is the real road to victory. Customize your loadouts, mod your favourite weapons, and make a killing!

Untitled 3Problem

The bulk of the work is made up in delivering a large number of 3D models, textures, and assets for the game. The majority of this work was in models and assets rather than textures. However, the main challenge of the project was delivering a wide variety of these assets in a modular fashion.

The purpose was to allow the developers to take a single, modular framework and create multiple, unique objects or assets from it. These included tables, fences, ladders, seats, catwalks, fire escapes, furniture, and several buildings.

plSolution

The trick in these is building them specifically so that each variation has a unique feel. The modular pieces must be created so that each variation isn’t homogenous.

Our artists and modelers worked each object and asset as a whole. Achieving this goal meant working with a variety of pieces together and ensuring that they could be mixed and matched. There was a standardised shape and fit established by the team. This meant the pieces themselves could be customised freely as long as they ended up in that rough, standardised shape.

9 5 gunResult

The client was very happy with our results. From the work that required texturing, the untextured assets, as well as the modular options, they were delighted with what they received.

Thanks to our initial work, we were contracted to work on further assets. The new contract included work on vehicles in the environment, such as cars, vans, train wagons, and a tram. Finally, we worked on weapons, scopes, and attachments. All were delivered to a satisfied client.

]]>