Looks Matter: Shadowgun Legends Cosmetics
We sat down with Martin Knybel and Michal Marsalek, the two guys responsible for some of the awesome cosmetics in SGL.
Hey guys. Would you please tell us who you are and what you do at MADFINGER Games?
Martin:
Hi! I am Martin, and I work as Live Ops Coordinator here in the MFG studio, which is a job full of different activities and duties connected to Shadowgun Legends, Dead Trigger 2, and Unkilled. I focus mainly on weekly monetization and events, and also on implementing new assets and other features to the games.
Michal:
Hi, I’m Michal, and I’m a character artist at MADFINGER games.
Recently we’ve seen some really cool full-body cosmetics added to Shadowgun Legends, namely, for example, the Ancient Zealot or the Fleet Admiral. How do you come up with what cosmetics to make?
Martin:
Everything here in Madfinger Games is based on team brainstorming and creating the best possible outcome of our work. Shadowgun Legends is a game full of different stories and players from different cultures, so we actually want to create diversity in our cosmetics too. Do you want to play as a Space Fleet Admiral or a Burning Man from the desert? You can do it in our game!
Michal:
It all starts with an idea for a cool cosmetic or outfit with a little bit of backstory that fits the Shadowgun Legends universe and lore. We usually gather a bunch of ideas, which we then discuss with the team and choose the best one based on the analysis of the most popular cosmetics used by our players and also based on current trends.
Can you quickly explain the process of making a cosmetic like that? From its conception to the final result we see in the game.
Martin:
Yes! It is a very interesting process. First, we have, of course, our great concept artist creating some cool art that should represent the final product. Then Michal starts to create the first models, and after many and many iterations, we discuss every detail — from the color scheme to the length of the trousers or thickness of the armor. After the last changes are made, me and the marketing team focus on the release of the bundle. What is the best time? How to present this new idea? That is our final duty.
Michal:
With the idea chosen, we start the creation process by gathering a lot of references. Usually, we work with provided concept art, but our resources are limited, so we have to improvise a bit and come up with the individual pieces of the outfit on the fly. Throughout the creation, we often discuss and change the overall look and colors of the outfit until we are happy with the result. Once we have a detailed high poly model, low poly model, and textures, we get it into the game engine and make some final adjustments while wearing the outfit around the Shadowgun Legends Hub.
What would you say are the biggest challenges when creating a new cosmetic?
Martin:
I think the overall cooperation can be challenging, of course, but after many months of working together, I really grew fond of our brainstorming sessions and everything connected to them. Honestly, I don’t even know. From my point of view, it is always a pleasure to work with people in our company.
Michal:
For me, as an artist, the biggest challenge is to create a realistic look of a futuristic outfit inspired by all different styles and sources, even from history. Although it’s also the most interesting part of the process!
Could you give us a little sneak peek of what to expect next?
Martin:
Have you ever heard of Valhalla? ;-)
Thanks for the interview!
Martin:
No problem! It is always nice to be able to answer questions about our work. I really enjoyed it. :-)
Michal:
No problem at all!