

It makes it a lot easier to spatially understand something when I can see it.

In the game itself, you saw that if I want to go somewhere, I click on the object I want to go to. Mueller: We’ve been trying to figure out the best way to help bring the controls to a more intuitive format. GamesBeat: How do you help gamers play in a way that maybe isn’t how they naturally think, in this 3D space? We’re trying to make sure we find the right balance to get to an amount of ships that people can understand and work with, compared to creating an epic, cinematic experience for players. Mueller: There are definitely design considerations. GamesBeat: Is that just a matter of computing power, or are there other considerations? Fans have waited about 20 years for Homeworld 3. As far as specific numbers we’re not really saying right now, but we hope to have more information in the future. We’re still working on performance and things like that to make sure we get to the best numbers we can get. Mueller: We want to be comparable, as much as possible, to previous titles. GamesBeat: How massive is the space now? How many ships are operating in the space? All of these things were very difficult 20 years ago, or even 10 years ago.

We can do three-dimensional terrain, cover, hiding in tunnels. Now the technology has caught up with the expansive vision of Homeworld 2 and now Homeworld 3. A lot of the things we ended up doing in Homeworld 2 were really good, but we wanted to do more. A lot of the ideas and vision for Homeworld 2 were massive and expansive. Mueller: Homeworld 3 has been a dream since the beginning of Homeworld 2’s development. GamesBeat: What was the inspiration or charter when you first got going? Lance Mueller: About three and a half years now since we started. GamesBeat: How long have you been at work now? Has it been more than four years? Lance Mueller and Sarah Tam of Blackbird Interactive. Here’s an edited transcript of our interview. After its founding, Blackbird began working on a game the team considered the spiritual successor to Homeworld, and then partnered with Gearbox (the now IP holder and game publisher) to release Homeworld: Deserts of Kharak. In addition to the campaign, Homeworld 3 will also have multiplayer and a separate mobile version of the game as well, dubbed Homeworld Mobile.īlackbird Interactive was founded in 2010 by former members of the Relic Entertainment Homeworld team, including Art Director Rob Cunningham and Lead artist Aaron Kambeitz.

Now Imogen S’Jet, Karan’s successor, is the only one who holds the key to solving the mystery threatening the galaxy’s future. A new threat to the galaxy known as The Anomaly has started to spread its darkness and has begun to swallow gates and planets alike. I played a battle that takes place at the site of an ancient hyperspace gate network. Mueller said the game will also have a strong storytelling element too. We knew it, but more importantly, the fans knew it as well.I’m hoping that will make the game a lot more fun than its predecessors. Like an orchestra, if an instrument is out of tune the whole composition just doesn't feel right. The Hiigaran Carrier was being developed to the same level as the Pirate's – but things were still very early in their creative process and not every piece was fine tuned. We were moving rapidly sketching, building, texturing, and adding polishing touches on the Hiigaran Faction. So I parked the problem for another date to gear up for our first gameplay trailer. Rob Cunningham finally put it into perspective, it was "too derivative of Homeworld 2 and doesn't feel fresh". Something just didn't quite mesh with the rest of the Raiders faction identity- their visual language was more brutalist and imposing with angular lines and animalistic pageantry. "The Pirate Carrier was very far in production, but at the back of my head it just didn't feel right. We went so far that it was the basis for our capital destruction system."
HOMEWORLD 3 2020 FULL
The idea sounded solid, so we built it in traditional linear development from early sketches, full concept, even building a final asset to be used in. The concept team came up with the idea of using the Civilian Tanker from Homeworld 2 as a base with the backstory of Pirates stealing civilian ships retrofitting them as their own. Design needed a small fleet to introduce early game mechanics and the only nugget for faction identity was "Pirates that hide in terrain fields" Our first intuition was to start with some earlier concepts from Homeworld 2 to get inspired. "Sometime in 2020 we were workshopping ideas for the Kalan Raiders, back then we just called them Pirates – the story was still very early in its evolution and we focused more on their visual backstory.
