Development Diary 8: Prototyping Phase

26 Jan Development Diary 8: Prototyping Phase

Over the past few months we’ve been hard at work in the prototyping phase of Hellblade. This episode of our  Development Diary series shows the results of this phase and how we plan to move our prototyping into production:

38 Comments
  • Shane F
    Posted at 18:04h, 26 January Reply

    This is looking absolutely fantastic, can’t wait to see where this approach goes in the future.

  • RodyHW
    Posted at 18:07h, 26 January Reply

    Excellent! the more I learn about this game, the more I want to play it! Keep it up guys

    PS: Ccould you upload on vimeo too?

  • Charles A.
    Posted at 18:09h, 26 January Reply

    Enslaved was awesome and this game looks amazing. Way to step the game up

  • Shezza
    Posted at 18:34h, 26 January Reply

    Thank you for putting up these development diaries, it’s ethereal watching the game come to life.

  • Arijon
    Posted at 18:45h, 26 January Reply

    Congratulations on the work so far. It looks very very promising. By the way I noticed in a fighting sequence that Senua used a kick while fighting with the sword. It would be very nice to be able to use body attacks (kicks, elbows, punches) while fighting with the sword, it gives more freedom while fighting. Till next time, keep up the good work.

  • Vital (Brownie_USSR)
    Posted at 19:17h, 26 January Reply

    Guys, you have overloaded my brain! And I damn, I wanted to see the most of this – more environment, more items, more enemies and certainly more techniques of the combat system, which we have shown here a little bit! With hardly imagine how many will take patience to wait for the game. 🙂

  • Paul Storm
    Posted at 19:23h, 26 January Reply

    I am very impressed with the progress so far and really appreciate the inside look into how you are creating the game. Amazing script work on getting so many environments out of the library of textures. It’s brilliant to see how such a small and dedicated team can provide such amazing and enjoyable games.
    I’ve thoroughly enjoyed Heavenly Sword, Enslaved, DMC and I’m really looking forward to Hellblade.
    Will the Beta be available on the PS4? 😉

  • André Vila Franca
    Posted at 19:24h, 26 January Reply

    Another great dev. diary. Senua uses kickes while fighting, that’s pretty cool, and i agree with “Arijon”: she should be able to use punches, elbows and knees as well, it would bring more diversity.
    I really liked the enemies, i also hope we get to fight normal humans as well.
    I will absolutely play the beta so i can give you my feedback.
    Please continue this awesome work!!

    • André Vila Franca
      Posted at 19:52h, 26 January Reply

      Oh i forgot to mention the environment, so far it looks beautiful, it really makes you want to explore and find new things to do like swim and fight new enemies and discover more about the world and the character. I wish you had the resources to create a gigantic and spectacular world.
      Keep it up!!

  • Charlie GuS
    Posted at 19:42h, 26 January Reply

    Awesome video guys, I hope this game will be incredible how the others like Heavenly Sword that are one of my favourites and Enslaved , but no ones compare to the amazing artwork of HellBlade, ¡Greetings and Good Luck!

  • Skater_Ricky
    Posted at 19:49h, 26 January Reply

    I’m glade your able to generate different area’s of the game without it looking the same. I appreciate the artist doing a great job.

    I also agree having a kick, elbow, or a knee thrown in can make it feel up close and personal with each fight.

    As always keep up the great work and I look forward to more in the coming future.

  • Michel
    Posted at 20:29h, 26 January Reply

    What you are presenting in this dev blog is really amazing! Your advancements look great and the ideas you develop along the way keep the spectator in awe. The bits of environment (and, of course, character/enemy) modelling you show look really promising. The scottish landscape has much to offer. It’s rough beauty is wonderful to experience and I have the impression, you are about to do a super job with that. As far as I undestand, not all of the game will be set in the natural/scottish world. I am exited to learn about and experience those other regions as well! What I would love to see is a small part of a dark, dense, and a little frigtening forest.
    I really enjoy the ideas you talk about in the chapter “altered perception”. The whole chapter is really exiting.
    You guys seem to be real wizards! Wonderful work so far!

  • Zubin Patrawala
    Posted at 20:41h, 26 January Reply

    Looks great guys. Usually innovation to reduce the amount of artists you need sacrifices quality, but the environs looks great. Great job. Keep on trucking. You guys are doing great work.

  • Austin K
    Posted at 20:47h, 26 January Reply

    Impressive. Keep it up!

  • Usagi
    Posted at 21:10h, 26 January Reply

    I admire your approach guys, I wish there was more brave devs like you out there.
    Wish you the best of luck 🙂

  • John
    Posted at 21:11h, 26 January Reply

    Really impressive, the “altered perception” makes the environment look even more intresting to explore.
    Can’t wait for the Beta 😀

  • Michael M
    Posted at 21:44h, 26 January Reply

    I’d love to beta test this game! The combat’s looking amazing, even from such a small snippet. Seeing the game come together like this has been a treat, keep it up everyone!

  • Lost
    Posted at 01:22h, 27 January Reply

    damn that is really impressive makes me wish I was better at characters… have you tried looking through cg society? Renderosity also has some artists doing it part time that are better than some of the full time artists I’ve met blackhearted comes to mind.

    good luck the game is really looking sweet,
    lost.

  • Morgan B
    Posted at 01:37h, 27 January Reply

    Looking really good,
    As a inspiring 3D Environment artist in my last year of university, If i could achieve anything on this level of 3D assets i’d be happy.
    this stuff is what’s pushing me to better myself.
    Keep it up.

  • Nick Perry
    Posted at 02:48h, 27 January Reply

    Looking fantastic! I did notice however during some of the in-engine shots that you guys had Chromatic Aberration enabled.

    Would you guys mind adding that as a graphics option to disable in the released game or make the variable exposed in the Engine.ini’s?

    There are a lot of people out there like myself that absolutely loathe CA and feel it has no artistic purpose and adds nothing of value to the visuals unless you are emulating extremely low quality photographic lenses and cameras.

    In high quality equipment CA really should only manifest as very subtle fringes (That are not 1px wide and ultra sharp) in the out of focus areas and high exposure areas.

  • Isaac Taylor
    Posted at 04:16h, 27 January Reply

    I truly enjoy watching these development diaries. I can’t wait for the beta. As I see the game progress, the more I am excited for it. This type of game-play is my FAVORITE! I love third person combat games. The Ninja Theory team has really nailed the game-play mechanics as far as I can tell. The Perspective aspect of the game looks incredibly interesting. I am really curious to see how that turns out. I honestly don’t have anything negative to say about what I have seen so far.

  • Isaac Taylor
    Posted at 04:20h, 27 January Reply

    Having altered perspectives in the game is really risky. I like that though. I wish more development studios would take the risk that you guys are taking. The fact that all of this is being done by twelve people is incredible. I admire the hard work you guys are putting into this.

  • Chris Mountain
    Posted at 06:07h, 27 January Reply

    This is really great work. This kind of thinking won’t just help you but can redefine the entire indie/AAA world of gaming. This kind of work can lead to incredible innovation throughout the world. Incredible work.

  • Mark Hettenbach
    Posted at 07:10h, 27 January Reply

    This just gets more amazing the more I see. I noticed you mentioned a Beta, is it going to be on PS4?

  • Dean
    Posted at 09:17h, 27 January Reply

    Another excellent update video, I am really looking forward to the next one and if there a beta program to join please let me know, I have both PC and PS4 options.

  • Maria Stanton
    Posted at 10:32h, 27 January Reply

    I really love that you’re giving us this great inside look. Can not wait. Looks amazing!

  • Jake Mann
    Posted at 14:41h, 27 January Reply

    This is looking great ! and its wicked seeing all these stages, cant wait to see it fully developed. I would love to work on such an exciting project with such a creative team

  • Brendan Griffiths
    Posted at 17:06h, 27 January Reply

    Loving the look of this so far. I think you could be onto something special by putting the camera behind Senua and emphasising the directions for defenseman and attack. As others have already said, thanks for sharing your process so early on, it’s great to see the game take shape with each new video.

    • Brendan Griffiths
      Posted at 17:08h, 27 January Reply

      *defence not defenceman. I swear this tablet’s autocorrect is borked.

  • Thom Mensink
    Posted at 17:40h, 27 January Reply

    The more I see of this game the more I want it. This is one of my main reasons for wanting a PS4 or Xbox One

  • Ahmet Torun
    Posted at 10:37h, 28 January Reply

    With each update, I can feel the progress. You are working hard, and the people out there are going to appreciate the effort. Such an amazing team. Keep up the great work!

  • Sean Humphreys
    Posted at 03:05h, 29 January Reply

    This is cutting edge stuff. The way that the problems are being solved here look like they could revolutionise game development. As an Unreal user my mind is being blown by the clever ways your artist is able to do so much with so little. This video series has been a fascinating look into how video games are created. And remember folks, the first AAA Tomb Raider game way back in 1996 was developed by a team of six people.

    Also, as a big fan of these technical and tactical character action games going all the way back to the very first Devil May Cry, I would LOVE to beta-test this! The combat ideas of directional blocking seem like the game could hide an ocean of depth, and since you don’t have to worry about selling 3m copies, you can totally go for it!

  • Daniel Prem
    Posted at 20:32h, 29 January Reply

    Nice to see footage from the working process. I feel really excited to see more of it. You can do this Ninjatheory. I mea you are ninjas ^^

  • Trent
    Posted at 19:09h, 30 January Reply

    Looks great so far. I hope that there will be a large variety of attack combos. I feel that some 3rd person action games get a bit repetitive with the attacks which makes me lose interest. Also, please tell me there will be more enemies than those few that were shown in the video. From the artwork in previous updates I saw tons of amazing, freaky looking monsters that would greatly enhance the dark and demented vibe of this game…ex. The wicker, rune beast, crow, beast rider. The more darker, bloodier, scarier, sick and twisted the better! Haha.Thanks for sharing your progress!

  • Lumi
    Posted at 13:38h, 31 January Reply

    I agree that a wide range of attacks would be appreciated, including barehanded, perhaps a change of weapons too at times.

    The design of this game looks amazing! Good work and good luck with the rest, everyone. I’m very excited about it – third person action, macabre but intriguing Celtic/Nordic style, a cool- looking female main character.
    I am interested in the story behind it all and hope Senua will be as intriguing as she looks.

  • Andre M Henderson
    Posted at 08:19h, 01 February Reply

    I translated the runes. I believe them to be Norse, they spell out Hel Swerd or Hell Sword

  • Ravi Teja S
    Posted at 05:26h, 08 February Reply

    awesome how you plan the work in this phase to improve efficiency and output!
    i’m taking these lessons from your process and trying to use them in my game 🙂

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