Well, basically, the same pattern applies to all visual arts.
Idea — draft — render. At the same time, it is essential to achieve balance within the design, between shapes, accents, and lines.
Currently in development, but on hold for now as there are more important tasks to be done.
Because at the time the placeholder armour was added, they were already in development.
Yes and no.
We have a strong team of good specialists. Overall, it covers all development needs.
Hiring numerous employees at once will inevitably lead to a temporary decline in quality, as well as a decline in team manageability. These factors will ultimately have little effect on our speed.
So, we're trying to develop our team smoothly, without any sudden changes, based on the company's and game's development plans.
They are gradually being introduced anyway, especially if there is a gameplay necessity for it. Usually, it's either about quests and the storyline or events.
I don't consider the question of quality to be relevant, as it is closely related to personal preferences. New animated skins are planned.
This is influenced by two factors.
First and foremost, the particularities of our character. It severely limits the means of expression.
Second factor. A huge variety of armour. Over 150 units. As a result, no matter how hard we try to preserve the uniqueness of each suit, unfortunately, this is not always possible. Especially in terms of silhouette.
1. Decisions are mostly made within the team. Focus groups can also sometimes help with decision-making.
2. Many “serious” skins and suits are currently in active development.
1. The cutscenes were drawn in Photoshop and animated by our Design department (unfortunately, this part is not a question to our department). The artbook is still in development.
2. We will try to implement this in the wardrobe.
We are seriously considering this.
We want to implement their painting (styles on them?) in the wardrobe.
Currently, in active development. The progress made will be visible in operations.