Skyforge: Golem Battle

Design, scripting and balance: Sergey Zubenko

Level artist: Phil Kovalev

 

Golem battle was inspired by Legend of The Poro King game mode in League of Legends.

Since Skyforge is completely different from League of Legends I had to rethink and rework Legend of The Poro King gameplay a great deal. Main goal was to make players teamfight for objectives, not just randomly fight across the level for the kills. Also, because teams in this arena is smaller then in regular PvP in skyforge, each player can feel his importance for the team.


Skyforge: Hostile Territories

Level design: Sergey Zubenko

Level artists: Sergey Zubenko, Mikhail Zheglov, Natalya Yanina

Game design: Natalya Malytina, Sergey Zubenko

tessa temple

Hostile territories were designed as large group farm zones for high level players. Anomaly zone consists of a central hub (Tessa temple) and a set of outdoor zones and underground temples, located on this zones.

The most demanding part of this work for me as level designer was to create locations which are chellenging, yet easy to navigate through.

 


Therneus Archipelago

Therneus Archipelago was the first zone of this kind to be developed, and the first one what players encounter.

We’ve chosen the tropical setting because it was less grim than the other settings, but as players progress through the zone it changes from sunny and peaceful in the beginning, to stormy in the end. Multiple ruins located on the zone create a grievous atmosphere.

 


ango temple complex

For second zone was developed on completely different setting. Massive ancient stone structures, floating high above gound.

The main challenge in developing this location was to satisfy technical and art restrictions without dropping visual content quality. The other challenge for me was to create visual diversity: one part of the location consisting of cubes of stone must be different from another part consisting of the same cubes of stone.


orsini caves

With its "magical cave" setting Orsini Caves differs completely from previous two zones. It was quite chellenging to produce zone this big, yet keep the feeling of underground cave. Navigation was a chellenge too. The solution was: each tier of farm zones was topologically lower. They also differ slightly in terms of decoration: from the gloomy forest of purple trees and crystal caves to huge drill and scrap yard.  


ONTES VALLEY

This is the first zone with 2.0 topology. In the middle of the previous zones were located Ether Resonators and groups of mobs were roaming around them. According to new topology version farm spots was made "upside-down", groups of mobs with boss in the middle, and 4 resonators around them. This solution gave us the opportunity to bring some competition to farm activity, because up to 4 groups of players can now compete each other to be the fastest and the most efficient in farming.


magnican lakes

With the new topology, anomaly zones became much smaller, thus more time could be spend on refining style and details of the location.


a grotto

Grotto is a technical location, which opens up only when all farm spots in main location are occupied. This was made in case of the big wave of players progressing through the game (then the game launches on a new territory, for example) or if the level cap will be increased someday.

The Grotto is present on all anomaly zones.

 


Underground temple complex

Players need more farm spots and locations than we actually can produce. That’s when the Underground Temple comes handy.

It uses the same topology and art every time, only the mobs are different.

Underground Temple persists in the center of any Anomaly Zone, and the activity designed the way, that players have to return to the temple each time they progress through the tier of the zone.


Pantheon wars: Grotto

Level design and Level artist: Sergey Zubenko

Game design: Daniel Wills, Sergey Zubenko

Pantheon grotto is PvP arena, what players can access from zone, controlled by their pentheon (guild). 

One pantheon attacks the zone, that belongs to other pantheon. Zone has 5 entrances to the grottos. Battle itself is going in the grottos, where attackers must destroy 3 Trees of Tessa, and defenders must defend them.  

 


Laken's Grotto

Level design and Quest design: Sergey Zubenko

Level artists: Vyacheslav Bushuev, Max Serkov

Writing supervisor: Bulat Dautov

On the Skyforge launch this zone was small experimental activity. where players should collect resources in crystal cave labyrinth.

I was assigned to rework it into a regular zone with some story and quests. A job should be done quick and with minimum changes to zone art.

Together with our cheif writer we produced a story with few quest lines. I've changed topology to make few open spaces, but keep location as a maze.

 


Gorgonid Flagship (Coming of Bedazzling Akonita)

Level artist: Sergey Zubenko

Game design: Natalya Malytina 

It was totally a technical work, I had to assemble a level from certain elements but in a different order than it is done in the regular version of Flagship. Though it was not easy to find space for all those traps.