

Gameplay clarity is really important in League, and I knew Udyr would be challenging because I needed to look at each of his four stances as separate from each other, but still connected-because they needed to feel like Udyr in order to be clear in game. And hopefully all of you will enjoy him when he finally comes out! Mastering Udyr’s Many Stances We’re still early in Udyr’s production and everything’s a work in progress, but we’re slowly getting closer to the final look and feel for our big boy.

But that's the fun of game development! THICC boy’s day at the beach Some were simple while others required 10 or more iterations to get right. This meant we had to do A LOT of iteration to find what felt the best for our big boy. We decided to use the same “ bones” in each of Udyr’s models to keep things simple for us and help readability in game for players. We try to create sustainable resources as we go, this way we’re future proofing new champions, making it much easier to develop skins and future updates. Not only were there four of them, but we also had to make sure each one amplified the fantasy of the animal spirit they’re associated with. His base body was pretty straight forward, but his four stances were a major hurdle. And that’s when we realized the mountain man was going to be a bit complicated. So ultimately we decided to table the antlers and refocus on his animal spirit fantasy.Īfter we built out Udyr’s base body, we got started on his stances. Although the idea was cool, Udyr’s the animal spirit guy, not the antler guy. No matter how hard we tried to get them to work, they just always looked off. In one attempt they looked like wings, and in another they looked like propellers. While we really liked the idea of them and we tried a lot to get them to work, we couldn’t get them to not look goofy because of how hunched over he is. While working on his proportions, we ended up removing his antlers.
Vgu achroma update#
Original / Update Version 1 / Update Version 2 But in order to do this, we needed to get his proportions correct because without a good base we’d just be “polishing a turd.” Our goal was to make him feel like a big, strong mountain man, and that became our north star for his body type. I got started by blocking out a proxy model to get him in-game to start testing our ideas for his visuals and gameplay. When we got started, I assumed that Udyr would be a rather simple and straightforward champ to work on, but that façade wore away very, VERY quickly.

Udyr’s rework has been a long time coming, and I was stoked to help recreate one of League’s most “senior” citizens. We know a lot of you weren’t really digging them, and once we got him in game (as you’ll see below) we felt they weren’t really needed for a unique silhouette.Īnd with that, on to the new stuff you all came here for! Antlers or No Antlers? Oh, and in case you haven’t seen the Champions in 2022 video we released today, we decided to remove Udyr’s antlers.
Vgu achroma upgrade#
Vgu achroma full#
Since our last check-in, we’ve entered full production on Udyr, so this post will focus on how he’s looking in-game. Hey all, Ryan “Reav3” Mireles here with another update on Udyr’s VGU, which will come out later this year.
