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Vol. 59 - Ready or Not Development Update

Attention Officers,


Welcome to the 59th edition of our biweekly newsletter, September 8th, 2023! Have your heads on a swivel, because today we'll be taking a look at brand new motion capture from a recent major multi-week motion capture shoot. For this mission the team made a wonderful visit to our friends at Bohemia Interactive and their mocap facilities. Our development team here at VOID is thrilled so far with the results of this marathon of studio time, and we're sure you will be too!

[h2]Ambition Through Animation[/h2]

Some major reasons for this specific motion capture session are the expansive scope in which we want to take our game and the high fidelity variety of animations we wish to include, all with the consistent direction of law enforcement operators. Our expectations are best met by the affordances of optical motion capture, with subsequent attentive tweaking to suit cinematics or gameplay.

This is a massive team effort, and the VOID Animation Team will be giving a more in-depth look into the entire process throughout this newsletter for what this brand new haul of animation data contains, and what it means going forward. This is not our first time working with motion capture so we already knew quite early what we wanted to achieve. To ensure the highest quality we had both cinematic and gameplay animators at the mocap stage to oversee the entire shoot.

Glimpses of just a slice of content from the past weeks of mocap are presented throughout below!

[h2]Dramatic Cinematics and Tactical Realism[/h2]

“Trained [operators] performing what they have been doing naturally in their jobs, on stage, [...] to make the entire experience more authentic and immersive"

This new motion capture data will be represented via compelling cutscenes, gameplay animations, and future trailers that will help bring Ready or Not's gripping storyline to life.

Among 6 dedicated individuals who simultaneously donned their mocap suits for this shoot were several law enforcement professional stunt people with up to decades of Close Quarters Combat career experience, including tactical team leadership.

In close collaboration with our VOID developers we aimed to act out scenarios that are grounded in tactical realism and fit for integration into the game. The combination of trained stunts and CQB experience also meant we had a unique opportunity to capture dynamic animations that will see a wide range of potential use. It was especially a game changer and a humble learning experience to be able to “consult with [the operators] directly on stage, learning everything regarding CQB and SWAT tactics” during the shoot.

Video below: A tactical team climbing into an overwatch position.
[previewyoutube][/previewyoutube]

With improved tactics shining in mocap performance for SWAT operators comes revamped arrest animations, allowing you to safely secure subjects with confidence using 20 variations of trained officers making arrests. It goes without saying that all of their other movements as well were recorded and will find places across countless areas of SWAT portrayal in-game.

Also in the expected changes are improved variations between animation types such as Suspect AI fake surrenders, melee, hostage taking, and more.

Video below: Suspects engaging in bladed combat.
[previewyoutube][/previewyoutube]

[h2]True to Life[/h2]

Although our previous animation captures in-game were serviceable, we wanted to raise our standards even higher. To scratch some of the surface, in this mocap session we recorded over “100 new death animations, more than 25 new movesets, and 90 or so new world building animations” to ground you in the gameworld.

Video below: SWAT is en route to the scene.
[previewyoutube][/previewyoutube]

The updated performances brought by this motion capture will allow us to better convey the diverse array characters you will encounter in the game. Run animations for different physiques, for example, will better portray each individual character rather than adhering to the basic running animation cycle we had in the past. Some new flee animations are even motivated by a bit of safe method acting… through chases involving a sizable sledgehammer.

Video below: A stunt wire gag portrays an explosive level impact.
[previewyoutube][/previewyoutube]

On a more serious note, the personal experiences of our officers will be better represented across the animation rigging, with some having more military experience and also the continued inclusion of female operators. SWAT AI in-game who have lore describing particular military training may be expected to act out traces of animation behaviors that we found unique compared to those more purely steeped in law enforcement conventions.

“A big change in gameplay that will happen with all of the new data [is how] it will make the game more natural and smooth— the enemies and SWAT will actually visually reflect all of the training and military experience they went through, [whereas previous animations were] a rough estimation based on real reference.”

Video below: Some smooth weapon transitions of a trained operator.
[previewyoutube][/previewyoutube]


Conclusion


All in all, as a result of this mocap session you will see massively overhauled character animations across all areas of the game. We want the immersive experience of our gameplay to be as fully reflected and facilitated by how you move through it. With over 4 TERABYTES of spectacular data from this motion capture shoot alone, there will certainly be plenty to pull from as we forge ever forward achieving our ambitions.

This concludes our 59th development briefing. Be sure to tune in next time for more development news!

Are you a content creator on Youtube or Twitch looking for new games? We've got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Link up with our Lurkit campaign here.

Make sure you follow Ready or Not on Steam here.

[h3]Keep your feet on the ground. VOID Interactive[/h3]

Volume #58 - Ready or Not Development Update

Calling all units,

Welcome to the 58th edition of our biweekly newsletter! Today, we will introduce yet another highly anticipated feature, the upcoming Suspect AI in Ready or Not.

Please note that what is presented is a work in progress, and final results may look or play differently from what this newsletter represents.

Introduction

Our AI Design team is always looking for ways to enhance the gameplay loop, making the game feel even more realistic and challenging. Today’s newsletter will discuss the Suspect AI systems and how we aim to throw a spanner in your perfectly laid-out plans.

Join us as we speak about the suspect AI system and how our AI Designer, Bradley, tackles the challenge of making suspects behave more naturally toward player actions.



The Gameplay Loop

At its core, Ready or Not thrives on immersing players in a realistic, challenging, tactical first-person shooter environment. However, this comes with challenges:

‘How do we make the gameplay loop feel stable and challenging while still remaining fair?’

The answer to this is quite complex, and to properly immerse the player, we are exploring many ways that AI can interact and react to certain situations.



Suspect AI: Freedom of Movement

Many FPS games with enemy AI may set an 'optimal' combat distance when fighting the player. This makes AI (AKA ‘actors’) in those games have potentially undesirable behaviors on some levels, such as leaving rooms with the player at awkward moments.

In Ready or Not, though, we strive to give our AI freedom to improvise and re-approach situations and face players with the challenge of controlling that chaos.

"Something I think [Ready or Not] has an advantage over others in that department is we're able to embrace chaos. In traditional shooters, linear ones anyway, when level designers place down actors in a scene, it's generally with the intention that they work within the area they're placed in. In RoN, we only care about this in precombat, where we keep them constrained to the general area they spawn in.

Once the AI is alert, their interaction with the area will dictate how fights feel. So, for instance, in the Agency map, it's not uncommon to have more drawn-out intense gunfights in the lobby due to it having multiple interconnecting entrances and covers for the AI to attack from. Conversely, if you push into the hallway past it, they often duck into one of the rooms to flank you or wait for you since they can't find a good spot to take cover. Honestly, I really like that I can lean more into "chaos" in the game."


However, Bradley also describes the following new system intended to address crowded or empty AI spawn areas, allowing for an optimal gameplay flow on each given level:

"One thing we did recently is add a spawn grouping system. This will allow us to ensure specific parts of the map don't get too crowded or possibly too empty by setting a min/max desired number of characters to spawn within a certain group. This lets me do stuff like set a bunch of possible spawns in an area, then limit the group's max number to like 2 guys. So there could be ten possible spawns, but we won't have to worry about 10 guys in there."

See Below: Neutral AI moving in a set area before player interaction



Suspect AI: Decision-Making

“Suspects have unfortunately been seen as targets you have to stun or kill because they'll inevitably shoot at you once they become aware.”

One of the challenges we are tackling is to ensure that suspects behave more naturally. Based on player actions, we want to ensure that the suspects will act accordingly. You blow a door open; some suspects will act surprised and cower, and others may hold their ground. This aims to reinvigorate scenarios; players will never know what to expect when tackling obstacles.


Below: AI surrenders after being stunned.



Use of Force

In line with the above and some other scenarios, a suspect might not act aggressively. Based on what a player does, suspects may choose several actions, including surrendering, cowering, retreating, grouping, and, of course, showing aggression (to name a few).

But what happens when a suspect simply does not open fire? In moments like these, you have to consider the Use of Force Continuum - shooting a non-hostile suspect will have consequences. Proceed with the utmost caution and attempt to de-escalate using less-lethal methods. Though, of course, some situations cannot always be avoided.

“You shouldn't be shooting suspects who haven't shown aggression. So situations where a suspect does not open fire can potentially be more stressful - who knows if other suspects are on the way while you're trying to get him to comply!”

Below: AI Fake Surrender GIF



Conclusion

This concludes our 58th briefing. Be sure to tune in next time for more development news!

Are you a content creator on YouTube or Twitch looking for new games? We have you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here:
https://www.lurkit.com/games/ready-or-not


Over and out,
VOID Interactive

https://store.steampowered.com/app/1144200/Ready_or_Not/

Volume #57 Ready or Not Development Update

Welcome to the 57th edition of our biweekly newsletter! Today, we will share one of our community's highly requested topics, the upcoming customization in Ready or Not.

Remember that the following is an early preview of our customization system, and everything that the players see here will look entirely different later. This will incorporate the community's involvement at various stages rather than just during the final touches.



[h3]Introduction[/h3]

The VOID Interactive team constantly uses their brushes and canvases to expand the clothing combinations so you can distinguish yourself easily when approaching the dangerous streets of Los Sueños.

Mery.G (Gerard), an ambitious character artist at VOID, will be joining different parts of our news to share more information about the process.

[h3]Presentation: Gloves[/h3]

Kicking off with a practical but essential clothing piece for SWAT members, the players can choose from a long list of gloves through an available UI. We understand that aesthetics play an important role in an immersive game such as Ready or Not, so you will have the freedom to add or switch parts for your character while combining your favorite colors.

After talking to Gerard, he decided to dive a bit into his key references that make all these assets possible.

"When I started getting into the whole 3D creation realm, I started making content for a competition called 'Make ArmA not War.' The premise was simple: just create content. The better I got at it, the more I realized how simple and fun it is to be able to just replicate things you see or have used in real life, and that just stuck with me. I love anything art, painting, or music, so this is my way of expressing and enjoying myself, and I'm happy we have people excited about and enjoying the things we've released. Also, I love collaborating and working with others and, when possible, helping or teaching them, as I feel like I always learn something new from everyone I meet."

━ 🎨 Mery.G

Above: Multiple images representing some of the many skins when talking about gloves.

[h3]Presentation: Shoes[/h3]

Can't chase Los Sueños suspects without something to support your agility. Originally, this section was not planned for the early preview due to the shoes still catching up with the attention and love compared to the other ones but we believe that this will still give an idea for future reference.

"It's important to us that we tell the stories of those who place their lives in danger to help those in need. No matter how gritty and terrible these scenarios might be, it is part of what makes them
realistic.

This feat also finds people utilizing different tools and equipment for the specific jobs, and While I know it might not be as exciting for some to play 'Dress Up' it is a way for us as Developers to offer players their own way of expression within our game, Giving the players the option to choose How the game looks in first person so that the stories and things that develop as they play our game become their stories too."


━ 🎨 Mery.G

Above: A work-in-progress look at something slick and sporty, together with a splash of texture as partial conclusion.

[h3]Presentation: Glasses[/h3]
The department managed to experiment with a variety of accessories as well. As seen in this development update, we are trying to step away from the "choose a full outfit" format since that can automatically block a lot of freedom regarding character customization.

"It's really exciting to work in this area, mainly because I can't wait to see people using a lot of the things we create in their videos or reviews. I'm always humbled to see things I've helped create in people's content; it is quite surreal.

The tools we've been using for a lot of the creative work being done have been things like Autodesk Maya, Blender, Adobe Substance Painter and Zbrush."

━ 🎨 Mery.G

Above: Different color tints and types for one of the accessory sections, glasses.

[h3]Presentation: Masks[/h3]

As an experienced member of the Special Weapons and Tactics team, your duty is to serve and protect the citizens of Los Suenos, placing yourself in extreme scenarios where mere seconds are deemed essential. With that in mind, showing an imposing presence through strategies is not out of the question.

Gather your friends and let your ideas flow with fresh additions to the tactical masks collection.

"I've been a longtime collaborator with Modding projects and Groups, Red Hammer Studios, and USP. It's always a pleasant experience to see how talented all these artists are. Those who don't know that I source and try a lot of the gear we use as references, and I love going to different airsoft events here in the States like MSW, so there's also that. Shout out to TFM!"

━ 🎨 Mery.G

Above: A few examples connected to headgear that allow the player to have more doors toward preferences.

Feel free to explore a seamless blend of designs as you mix and match across your gameplay. We look forward to showing our members the final versions of this system in the near future.





[h3]Conclusion[/h3]

This concludes our 57th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on YouTube or Twitch looking for new games? We got you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here: https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam here:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Over and out,
VOID Interactive

Volume #56 Ready or Not Development Update

Welcome to the 56th edition of our biweekly newsletter! Today, it's time for a deep dive into one of the most essential aspects of development: concept art. We will explore a general approach to the creation of these styles for our tactical shooter, Ready or Not. By following the post, we will understand different levels of importance, together with exciting behind-the-scenes graphics.

In some instances, we are joined by one of the many remarkable artists and personalities here at VOID Interactive, Ropolio!

[h3]Introduction[/h3]

Before checking behind the curtains, we must understand exactly what concept art is. To put it simply, it represents the visual design generation of an item, character, or even area that does not yet exist. This automatically creates a story that is able to flourish into something that players are able to personally experience in several projects, including those connected to the gaming industry.

Take a look at the following selection of outfits that precisely represent the Los Suenos Police Department’s progression when it comes to the vast imagination of the artists.

Above: Modular designs for detectives in the police department, or on the scene.



[h3]The history and connection to RON[/h3]

Many of us are no strangers to the classics that owe their existence to this very practice. From iconic titles like Legend of Zelda and Grand Theft Auto, to mesmerizing adventures like Ori and the Blind Forest, all games have historical significance in gaming concept art. It represents an indispensable stage in video game pre-production, breathing life into imaginative worlds and laying the foundation for the experiences that await players.

It’s the same for Ready or Not, where everything must match the immersive environment, whether that be the equipment of the SWAT units, colors, or the next room that may require a tactical breach. The team at VOID Interactive is constantly working hard to bring these ideas to reality, and by using reference points, it can create an arsenal of goals for the project.

Our Police Station rework is a prime example of what thorough early analysis can offer players when they first step into this well-built structure. Together with other design departments, it can easily be said that concept art has the ability to transform into something memorable in the long run.

Above: The memorial area where the shrine can be seen through player navigation.

[hr][/hr]
[h3]Giving life to Streamer and Michael[/h3]

As discussed earlier, reference points play an important role in laying the groundwork for pre-production assets. Looking at our recent cinematic trailer and biweekly newsletter #55, we can easily inspect topics regarding Michael, also known as Milky Toes on the internet.

"Along with photobashing for clothing, I've been integrating artificial intelligence to speed up my workflow, specifically for faces and clothing folds. It helps create a likeness without using a real human's face. When talking about my main inspiration, I researched different youtubers and streamers to assist me in finalizing the necessary looks that created Michael."

━ 🎨 Ropolio

Even with Ready or Not being his first gaming project, Ropolio's talent and attention to detail allow him to dodge obstacles while providing intuitive visions for the project. Combining this with the strengths of other developers, the team can reach its designated goals much more smoothly.

Above: Early preview of the problematic individual himself, Michael Williams.

[h3]Extras[/h3]

Before concluding our showcase, we are happy to show even more ambitious foundations to the community.

A quick look at the Debanco guards, a security group armed with non-lethal equipment such as pepper sprays and tasers, ready to defend their armored trucks from any perceived threat.



Armed with powerful weaponry and still representing style, Senator Forment's bodyguards are no beginners in the art of primary and secondary weapon combinations.



Last but not least, an early yet mysterious preview of the new farm.





[h3]Conclusion[/h3]

This concludes our 56th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on YouTube or Twitch looking for new games? We got you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here: https://www.lurkit.com/games/ready-or-not


Make sure you follow Ready or Not on Steam here:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Over and out,
VOID Interactive

Volume #55 Ready or Not Development Update

Welcome to the 55th edition of our biweekly newsletter! In this post, we will synergize with our recent cinematic trailer, "Streamer", and showcase the in-game environment that our officers should expect.

https://www.youtube.com/watch?v=DbUREARHH7w

Introduction

Michael, also known as Milky Toes in the online world, is a vibrant character who’s eagerly embraced the latest internet trend to make a name for himself. Shining his unruly and toxic personality in multiple aspects of his day-to-day life, he seldom stops to consider the consequences of his actions.

Shortly into one of his streams, a prank call was placed by his live audience; SWAT made haste to breach and secure the apartment complex. What they discovered was not only the disturbance created by Michael’s arguments with his mother but an awaiting truth that will hopefully be solved with time.

Above: The apartment exterior, presented through a floral aesthetic.
[hr][/hr]
To Stream or not to Stream

While this may seem like a typical day for everyone, Michael’s group rarely shies away from his place. Even if the combat expertise may not be the same as the level of a professional, his friends would do anything to protect the active operations happening behind closed doors.

Above: A colorful bedroom depicting the main area of what looks to be the streaming activity.

The situation revolves around expecting the unexpected. The deployed squad will have to meticulously inspect every corner and potential hiding spots to ensure nothing is missed in the operation. Every encounter can be critical; sometimes, even a basic perspective can turn into a wide-ranging investigation.

Above: TOC to entry team. Proceed with caution.



Conclusion

This concludes our 55th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on YouTube or Twitch looking for new games? We got you covered; Ready or Not has officially partnered with Lurkit to elevate gameplay! Make sure to follow us here: https://www.lurkit.com/games/ready-or-not


Make sure you follow Ready or Not on Steam here:

https://store.steampowered.com/app/1144200/Ready_or_Not/

Over and out,
VOID Interactive