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2016-08-19

letter1
letter1

Hello all!

I’m Chang han Kim, Executive Producer of PLAYERUNKNOWN’S BATTLEGROUNDS. First and foremost, I’d like to thank our testers for participating in the pre-alpha test. Thank you sincerely for being a part of our BATTLEGROUNDS community.

Presenting an early prototype of the game can be a huge burden on any development team. But we realized making our game with the ongoing help and support of Battle Royale fans is more valuable to us than anything else. We were then able to overcome some fears and gear ourselves up for pre-alpha. Although some portions of the game were not ready, we have been overwhelmed with your feedback and enthusiasm throughout the testing sessions. Your support is what makes our mission possible.

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2016-08-12

weapons_close
weapons_close

Players,

Today, our lead weapon designer Minwoo Kwon takes you through the basic implementation of weapons in the game. We will be taking a more in-depth look at the weapon systems in future posts, but for now we wanted to share the basics of the system we are creating.

 

Hello, this is Minwoo from PLAYERUNKNOWN’S BATTLEGROUNDS game design team.

In this post, I will be covering some basic concepts of BATTLEGROUNDS weapons and combat system.

weapons

First, let me start with the list of the weapons we have. Currently, we have total 17 different types of weapons: two pistols, one revolver, a classic pump-action shotgun, a double-barrel shotgun, a semi-automatic shotgun, four types of assault rifles, three SMGs, a LMG, and three sniper rifles.

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2016-08-05

Battle_01
Battle_01

Greetings Everyone!

My name is Hyowon Yoo and I am the service manager for PLAYERUNKNOWN’S BATTLEGROUNDS. As some of you may already know, we conducted our very first external pre-alpha testing session last weekend.

It is very rare for developers to reveal the state of their games this early in development, and to be honest, we were a bit nervous ourselves, but we concluded that receiving feedback from our community as early as possible is much more important than our concerns about disclosing a build that was so early in production.

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2016-07-29

buggy
buggy

Players,

Today on the dev blog we will be looking at the vehicle creation process. When we are deciding on vehicles to add to the game, we consider how they will affect game-play, but also if they will fit with the location of the island.

The vehicle creation process follows a similar process to characters, with reference images passed to our vehicle artists first. They will then create a basic model of the vehicle in question, and pass it onto the art director for approval. Once the model has been approved, the artist will then move to creating a high-poly version of the vehicle.

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2016-07-26

20160725103623_1
20160725103623_1

Players,

We have now sent out invitations to the applicants that qualified for our first test group. If you didn’t receive an email inviting you to our test group, please don’t be too salty as you will be first in line for our next round of testing.

For those of you that made it, thank you for applying, and please read the email you received before accepting the invitation!

Thank you all for your continuing support,

PLAYERUNKNOWN

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2016-07-22

male_marmo
male_marmo

Players,

Today, we would like to share our process of character development, from concept to finished in-game model.

First off, here is a short video with the two artists responsible for our character art, Taehyun our concept artist, and Cedric our lead character artist.

 

As with most art production processes, we start with various concepts based off the initial ideas I provided. Taehyun would come up with various basic concept compositions you can see below, which then gets reviewed by the team as to which of his concepts will be taken forward.

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2016-07-15

featured
featured

Players,

Thank you all for your applications! We were positively overwhelmed by the response we have received thus far. We are currently busy sorting through the responses we have received and will be getting in contact with those that made it over the coming weeks. If you don’t hear from us in this time, don’t worry as our initial test group is quite small, but we will be increasing it’s size over the coming months.

Next up on the dev blog will be an in-depth look at our character creation process. From concept to in-game models we will be showing you what goes into creating a game character, along with an interview with the lead character artist, so stay tuned!

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2016-07-08

featured2
featured2

Players,

While we are still at a very early stage of development, we still want to share a lot of what we are working on, and having a strong community of testers to help us in making a good game is important in our opinion.

By applying to become a tester, you agree to participate in play-tests, and provide feedback about bugs, and issues you find with the game. You will be playing the game in a very early stage of development, so you will be required to sign a Non-Disclosure Agreement which will be lifted at some time in the future.

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2016-07-07

Players,

Thank you again for your support of our announcement. We will have some more substantial blog posts over the coming weeks, with a look into our world design, interviews with the team here and much more. For now, we want to answer some questions we’ve seen over the last week.

  1. Console?

Yes! We will primarily be concentrating on developing and launching a complete PC version. Since we are using Unreal Engine, we have the option to launch on Xbox One and PS4.

  1. Will there be an open beta/alpha?

We need players to help us test our builds. For the moment, these tests will be restricted to a pool of selected pre-alpha testers. There will be more info on how you can become a tester released over the weekend so stay tuned to our Twitter and our Facebook for updates.

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2016-06-27

screenshot_layered
screenshot_layered

Players,

I’m excited to finally share more details about what I’ve been up to for the last few months. This February, I received a message from Dr. Changhan Kim, a Production Director at Bluehole. He explained that he’d wanted to make a Battle Royale type game for the last 10 years, and when he learned about what I had done with Arma 3 & H1Z1, he decided reach out to see if I would be interested in joining his team to make it a reality. I get the occasional email like this, so I had some questions about how this could work. However, it soon became clear that his vision was in line with ideas I had been dreaming up. This could actually work! After some in-depth discussions I was fully convinced that we wanted to make the same game.

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