#forspoken fan render
Explore tagged Tumblr posts
phoenixiancrystallist · 2 months ago
Text
Month 11, day 1
IT
IS
🔥✨🗡DONE!!!🗡✨🔥
:D
Also I made leaves :) They'll come in handy for a certain Tanta of Love, I'm sure :3
Tumblr media
15 notes · View notes
spoilertv · 1 year ago
Text
0 notes
demifiendrsa · 3 years ago
Video
youtube
Forspoken | Story Introduction Trailer
Forspoken will launch for PlayStation 5 and PC in spring 2022.
Tumblr media
Key visual
Tumblr media Tumblr media Tumblr media
Character renders
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Screenshots
Latest details
The new footage reveals more details about the protagonist Frey, a directionless, gritty yet street smart young woman who has persevered despite her rough upbringing in New York City.
The new story trailer also gives fans a closer look at Forspoken‘s magic-infused combat and swift, dynamic movement, playing a key role in gameplay. Through the course of her journey, Frey will learn to cast and harness dozens of different types of magic and cast powerful spells as she traverses through the beautiful yet cruel land of Athia. Frey’s quest in Athia will take her through a variety of diverse environments where she will use magic enhanced parkour. This dynamic and acrobatic movement, enhanced by Frey’s mystical abilities, enables her to magically flow, zip and float across the vast landscapes of Athia in a fast and fluid manner.
Other key characters in Forspoken are highlighted in the trailer, including Frey’s companion ‘Cuff,’ a magical sentient bracelet, voiced by actor Jonathan Cake (Stargirl), who helps her navigate the sprawling landscapes of Athia. Players are also introduced to Tanta Sila, a maddened and evil ruler who is the strongest and most formidable Tanta, or matriarch, in Athia, as she and Frey face off in an explosive and action-packed battle. Performed and voiced by actress and musician Janina Gavankar (True Blood), Tanta Sila’s debut offers fans a glimpse of the formidable enemies that await in Athia. Keala Settle (The Greatest Showman) and Monica Barbaro (Top Gun: Maverick) also make an appearance as Johedy and Auden, fellow Athians who befriend and assist Frey with her journey.
SQUARE ENIX and Luminous Productions worked in collaboration with Hollywood writer Gary Whitta (Rogue One: A Star Wars Story), who conceived the original concept, and award-winning writer/director Amy Hennig (Uncharted series), who developed the story concept in 2019 (prior to heading Skydance New Media). Taking the reins as Lead Writers on Forspoken‘s story and script, talented entertainment writers Allison Rymer (Shadowhunters) and Todd Stashwick (Devil Inside) have crafted a thrilling tale about self-discovery and finding out where you belong in the world.
“Writing Forspoken has been a magical experience,” said Rymer. “The main character Frey is strong, complex and very relatable. I am excited for the players to connect with her.”
Stashwick added, “Like Frey, it’s been a long, amazing journey for us. I’m thrilled to finally have people adventure through the story we have built. I’m so proud to be part of this team, giving a contemporary, fun, spin on the fantasy genre.”
Square Enix and Luminous Productions also unveiled that the score is composed by BAFTA award-winning composers Bear McCreary (God of War (2018) and TV series The Walking Dead) and Garry Schyman (Bioshock series). Together, they set the unconventional tone of the game by immersing players into a world of twisted beauty while fusing contemporary electronic beats with a fantasy tone.
“We’re incredibly excited to be working together to compose the soundtrack for Forspoken. When we first read the script for the game, we were moved by Frey’s dynamic character and the contrasting themes of modern and fantasy that run throughout the story, which is something we wanted to reflect in the music we compose for the soundtrack,” said McCreary and Schyman.
132 notes · View notes
aion-rsa · 3 years ago
Text
PlayStation Wins E3 2021 Three Months After the Show Ends
https://ift.tt/eA8V8J
While the PlayStation team never really referred to their recent September showcase as their E3 2021 presentation, the buzz surrounding the event suggested that it was going to essentially be the show that Sony would have put on if they didn’t choose to stop hosting traditional E3 conferences and if the Covid-19 pandemic didn’t likely help wreck whatever presentation plans they may have had for June.
In any case, PlayStation finally got to have their big 2021 presentation, and it wasn’t just an incredible show in its own right; it was arguably the show that “won” E3 2021 nearly three months after that show ended.
Mind you, the recent PlayStation show wasn’t perfect by any means. It relied heavily on trailers without actual gameplay footage, there were a few big names missing from the show, and, worst of all, we still don’t have an exact release date for many of the big games that were featured. This was not a perfect presentation, and it will likely not be remembered as one of the great all-time video game showcases in the history of E3 or any other video game event.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
So why would we say it somehow spiritually “won” E3 months after the show officially ended? Well, it ultimately comes down to the kind of pure, unfiltered excitement and anticipation that the best E3 shows are meant to inspire.
Xbox had an incredible E3 2021 presentation that was highlighted by what Bethesda brought to the table as well as a strong selection of games coming to Game Pass, but their show was a reminder that Microsoft is still very much playing catch-up when it comes to major Triple-A exclusives. While it’s true that Microsoft’s recent strategy is designed to slowly reduce their dependence on such titles and pivot towards Game Pass and platform accessibility, it’s sometimes harder to turn those concepts into something flashy.
Nintendo fared a bit better in that department at their own E3-adjacent showcase. Breath of the Wild 2 and Metroid Dread were certified show stealers, but the relative weakness of their exclusives lineup beyond those titles (and the implication that Breath of the Wild 2 could still easily be pushed to 2023) ultimately made it hard for them to hide the fact that their production schedule has clearly taken a big hit over the last year or so. Nintendo fans are used to taking the future on faith, but a lot of questions remain regarding what the next two years of Switch titles are going to look like.
As for everyone else…well, this year’s E3 was ultimately a reminder that the industry is still playing catch-up.
Honestly, that’s a big part of the reason why PlayStation’s showcase was so special. It may have lacked release dates and significant gameplay footage, but it ultimately felt the closest to the kind of traditional E3 presentation we would have gotten before most of the world’s comforts and distractions were derailed by a global pandemic.
PlayStation’s September showcase was filled with big game updates, a few genuine surprises (the KOTOR Remake and Insomniac’s Wolverine, most notably), and even a few original games that will admirably fill in the gaps between major franchise releases (Project Eve, Forspoken, and Ghostwire: Tokyo). It was also a shockingly well-produced digital showcase that suggested Sony is starting to figure out how to best utilize that format.
Most importantly, PlayStation’s recent show felt big. It felt like it was worthy of the grand stage that it wasn’t technically a part of. Despite the lack of exact releases dates for many of PlayStation’s upcoming games, it even gave us a pretty good idea of the major titles you can expect over the next couple of years that will almost certainly help the PlayStation 5 retain its incredible sales momentum (despite ongoing shortages).
PlayStation’s September showcase was quite simply the company at its very best. As recent gaming generations have proven, it’s hard to beat that team when they’re operating on that level.
The post PlayStation Wins E3 2021 Three Months After the Show Ends appeared first on Den of Geek.
from Den of Geek https://ift.tt/3nkPju5
0 notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media Tumblr media
Month 10, day 22
Video finished rendering! And I had more fixes to do, so I did them :)
Changes are: I made the leather grip on the sword look more like it's properly wrapped, changed the lighting (decided I didn't actually like the sun light and instead used a screenshot from in game set as an emission shader and I'm so so so happy it's working :3 ), and also adjusted the wall pegs so they look a little less boring, but it's hard to see from a distance so it might not even be noticeable
I also adjusted where the curtains are a little bit so they actually rest against the wall, mostly, although that's probably less noticeable than the wall pegs :P
There's a couple other things I want to do but that'll have to wait for when it's not 15 minutes past my bedtime lol
10 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media
Month 10, day 17
Hera's gonna kill me :'D (Hera is my Mac's name)
Okay so all the frames finished rendering! Yay!
There are things I need to fix, just like I knew there would be. Yay, I get to learn new things again!
I've fixed the brick wall and I'm working on the sword blade material! Yay, it looks the way I wanted it to look in the first place!
The preview picture I wanted to render for y'all was gonna take over an hour to render. Boo :'(
Oh well, I think I know how to make it render faster, I just need to do ~*arcane bullshit*~ that I've never done before called "baking textures." I think. Anyway, yay, learning more new things!
7 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media Tumblr media Tumblr media
Month 10, day 23
Changes made! Added more emission planes for the rest of the environment… literally as I typed this out realized I can delete a whole mesh I don't need anymore… huh… Anyway, made some changes to the metal texture on the blade so it's all super extra pretty now, fixed some gaps in various meshes, re-readjusted the brick texture, somehow managed to fuck it up again so I'll have to figure out what I did wrong so I can (hopefully) undo it…
Probably some other minor tweaks and nudges
It's so much fiddly bullshit and I live for fiddly bullshit so this is so much fun for me :D
6 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media
Month 10, day 18
I did so much work and I feel like I'm the only one who'll notice it but I don't care because I'm proud of myself and I'm learning a lot! I think. I hope. Idk man it's like 20 after 1am here I'm d-e-d dead
I have the blade metal looking the way I want it to (I think, we'll see for sure next time I animate it out)
I deleted and condensed and simplified a whole bunch of things that were making the scene laggy and contributing to Ridonkulous Render Times
I tried to get the brick texture I made last night to look as good close up as it does here. I failed, but I'm making headway (I think), or at the very least learning how things don't work (which is specifically "how I want them to," lol)
I voted and bought myself a whole bunch of mochi as a reward/treat because I deserve it :)
4 notes · View notes
phoenixiancrystallist · 3 months ago
Text
Tumblr media
Month 10, day 2
Made changes to the runes so they look the way I wanted them to, plus also some subtle color adjustments on them that will animate (eventually). Will it look like fire the way I want it to? I dunno! We'll find out together lol
I'm also working on redoing the curtains but those weren't ready to render yet, I'm still fucking with the cloth physics simulation. I could just sculpt the curtains but like why?
4 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media Tumblr media
Month 10, day 13
Me: These migraines are ridiculous, I have got to go to bed on time tonight
Also me: *stays up an hour past her bedtime trying to get this brick stuff to behave*
Did I succeed? No. Did I get closer? Yes. Did I make a whole new procedural brick texture in the hopes of making this thing agree with me, finish it up in time to go to bed at a reasonable hour and then decide—like an idiot—to futz around with my main file?
Take a wild guess
6 notes · View notes
phoenixiancrystallist · 3 months ago
Text
Tumblr media
Month 10, day 10
Spent so much time fixing the mesh on the window wall, but! I figured out how to make the picture plane light up :D
4 notes · View notes
phoenixiancrystallist · 3 months ago
Text
Tumblr media
Month 10, day 6
Torches have begun! Gonna do the stands tomorrow, hopefully I can also add the fire, too :D
4 notes · View notes
phoenixiancrystallist · 3 months ago
Text
Tumblr media
Month 10, day 4
Still can't get the cloth sim to do what I want it to do so I might have to resort to sculpting after all.
Oh well, I still got to play with a physics simulation and learned a couple of things, plus I got to add this nice new material to the curtains :3 It's slightly transparent!
6 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Month 10, day 28
*vibrates* There we go! Final touches added, ready for the final render!
No matter what D:<
2 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Month 10, day 27
Penultimate video render is completed! I have some artifacting issues on the blade I need to figure out how to fix, then I set up the compositor for the final touches, render that, and put it all together with some sound effects :)
I'm aiming for next weekend to have this done, but if everything goes well I hope to get it done sooner! Wish me luck!
3 notes · View notes
phoenixiancrystallist · 2 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Month 10, day 25
Alright, I think we're ready for the penultimate (hopefully) video render! :D
Am excite 😊
2 notes · View notes