DEV Notes Part-2
Hello, Masters. I'm Kwon Dae Ho, the Producer of BLACK STIGMA.
As I promised in the first Dev Note, I would like to share the development progress and the ideas that we considered important in the process of creating this game.
[h3][BLACK STIGMA's Development Progress][/h3]
We are in the process of completing the milestone set for July 30.
After we reach that milestone, we are planning to proceed with QA in August, and if there are no big issues, we will announce the dates for the testing.
There will be multiple changes in this update.
There will be 6 additional Master characters and 10 additional handguns, where each handgun will have 4 variations with a different combination of compensators, silencers, scopes, and magazines.
Additionally, as mentioned in the previous Dev Note, we are planning to showcase new, stage-based PvE content, “Challenge Mode,” apart from Training Mode.
A “Spectator Mode” for content creators (streamers) has also been developed and is scheduled for QA.
The overall UI is being renewed as well. From the Lobby to actual gameplay, we are preparing neater, higher quality visuals.
We aim to complete the build soon and announce the testing dates and changes to the game through Dev Notes.
[h3][Changing the BLACK STIGMA Logo][/h3]
Along with the changes being made to the game, we are also in the process of re-designing the logo, which serves as a visual representation of our game.
Our AD went through quite a bit of trouble as they joined the team, but as the current B.I. (Brand Identity) was rushed during the development of the alpha version, the logo wasn't a perfect representation of our game.
Therefore, we are in the process of creating a logo that will better represent our game, and the AD is putting a lot of effort into designing a unique, memorable logo that reflects the theme and atmosphere of the game.

[color]< Rough concept artwork for BLACK STIGMA BI >[/color]
We expect to showcase the new logo in the next Dev Note.
[h3][The Origin of the Name "BLACK STIGMA][/h3]
We didn't have a chance to explain the origin of the name "BLACK STIGMA" yet.
During the last test, we noticed the definition of “Stigma” had caused some misunderstandings for some of the players.
BLACK STIGMA's name has to do with the world-building of the game.
The Killers in this world are given “Stigmas,” which represent their organization and themselves. “Stigmas” are flat, golden plates that can be used like stamps.
Killers get tattoos of their Stigmas or carry accessories based on them, and sometimes they leave their “Stigma” symbol on the crime scene after successfully killing their target. The purpose of this action is to enhance the reputation of their organization and themselves.
From time to time, Killers are tasked with eliminating another Killer or a tough opponent. In this case, they would send a letter marked with the seal of their Stigma, using black ink, to their target as a warning. This comes from the act of throwing down the gauntlet, which is how medieval European nobles challenged.
Someone to a duel. Killers started calling these seals a stigma of death (black), which led to the name “BLACK STIGMA.”
However, the true meaning of “BLACK STIGMA” is disclosed to only a select few individuals within the world, and the secret will gradually be unveiled as the story progresses.
With this backstory in mind, players might also find joy in looking for BLACK STIGMAs on different body parts of Killers in-game.
[h3][Various combat moves by the Killers in BLACK STIGMA][/h3]
Following the name of the company, "BoldPlay Games," our objective was to create a killer action game that was intensive and daring.
It is a crucial aspect of the game that the Masters (Killers) you will be playing have realistic combat skills based on real-life martial arts.
As the action is the core identity of the game, we collaborated with the most brilliant stunt coordinator team in Korea, "BEST STUNT TEAM," as soon as the project began.
BEST STUNT TEAM is a group of very talented stunt performers, and they promote their dynamic performances through various movies and TV shows.
[color]< Motion capture progress stills of the Best Stunts >[/color]
Being the professionals that they are, BEST STUNT TEAM gave us the advice that we needed, and acted out outstanding stunts.
First, we had a meeting with the martial arts director and went through the process of explaining and understanding the synopsis, game style, and the characters (Killers) of the game. Based on that information,
BEST STUNT TEAM created some preview action videos, and through a meeting with both parties involved, we were able to decide on a list of necessary martial arts moves.
We prepared a list of actions for the game, attached the appropriate motion capture equipment to the actors from BEST STUNT TEAM, and started recording the various martial arts moves we were planning to implement in the game.
Not only did we acquire outstanding martial arts moves through the collaboration with BEST STUNT TEAM, but we also received recommendations for more types of martial arts and skills. It is thanks to the team that we were able to elevate the Killers' action moves to a more impressive and realistic level.
[color]-How Mr. Parabellum's " Throwdown Kick" was created-[/color]

[color]< Real martial arts motion capture scene >[/color]

[color]< Extracting motion capture animations >[/color]

[color]< Applied Game Screen >[/color]
The unique martial arts moves that were implemented for each Master will allow the players to experience diverse gameplay and will give them the opportunity to discover a character that fits their playstyle.
We suggest all players experience the different martial arts moves each Master has in the upcoming testing.

[color]< Main melee techniques that are available in the current version of the game >[/color]
[h3][Movie-like Action][/h3]
Melee combat techniques aside, we also focused on making our game more realistic compared to other games. One aspect of it is the difficulty of handgun shooting.

In the case of a handgun, it becomes very difficult to hit the target from a distance.
This is because many elements necessary for precise aiming were sacrificed for the handgun's portability.
A prime example would be the fact that it is very difficult to shoot in quick succession due to the lack of parts to shoulder the gun.
Even so, could a martial artist charge into a crowd of handgun-armed individuals, dodging bullets, and take them down using close-quarters combat?
That seems very unlikely.

The recent development of bulletproof vests has made it more difficult for armed individuals, even skilled ones, to quickly subdue the enemy.
Hence, shooting techniques that subdue the opponent with a handgun, like the “Double Tap” and the “Mozambique Drill,” have been developed.
We believe that BLACK STIGMA has found a good balance between the pros and cons of “handgun shooting” and made it entertaining in the game.
However, we believe that the way we implemented handgun shooting in the game felt uncanny to players who were more accustomed to typical FPS shooting games.
We observed that the recreation of semi-automatic pistols was executed well, but it appeared strange to players who were used to the rapid-firing of automatic guns.
This strangeness was amplified because the close-quarters combat animation did not meet expectations at the time.
After going through four alpha tests, we have come to the following conclusion.
“Aim for movie-like action with the addition of realistic details.”
As of now, we've discovered a point where one can experience the fun of killer action games.
We are balancing out the game for more synergy between shooting and close-quarters combat so that players will be able to play as if they were the protagonists of an action movie.

[color]< A still from the John Wick movie series >[/color]
[h3][Lastly...][/h3]
When a game is revealed to the public, that game is no longer the sole property of the developers.
It becomes the players' game.
Since the game has not been fully released yet, we believe this to be a crucial time where we can share our development concerns with the community and go through numerous trials and errors.
We are putting everything we have into making a killer action shooting game that you've never experienced before.
We value the playerbase's feedback in the development of this game.
We hope this will be an open game that we create with the community. And we aim to keep improving the game with your feedback.
We eagerly await your interest and participation.
Thank you.
Sincerely, Producer Kwon Dae Ho
As I promised in the first Dev Note, I would like to share the development progress and the ideas that we considered important in the process of creating this game.
[h3][BLACK STIGMA's Development Progress][/h3]
We are in the process of completing the milestone set for July 30.
After we reach that milestone, we are planning to proceed with QA in August, and if there are no big issues, we will announce the dates for the testing.
There will be multiple changes in this update.
There will be 6 additional Master characters and 10 additional handguns, where each handgun will have 4 variations with a different combination of compensators, silencers, scopes, and magazines.
Additionally, as mentioned in the previous Dev Note, we are planning to showcase new, stage-based PvE content, “Challenge Mode,” apart from Training Mode.
A “Spectator Mode” for content creators (streamers) has also been developed and is scheduled for QA.
The overall UI is being renewed as well. From the Lobby to actual gameplay, we are preparing neater, higher quality visuals.
We aim to complete the build soon and announce the testing dates and changes to the game through Dev Notes.
[h3][Changing the BLACK STIGMA Logo][/h3]
Along with the changes being made to the game, we are also in the process of re-designing the logo, which serves as a visual representation of our game.
Our AD went through quite a bit of trouble as they joined the team, but as the current B.I. (Brand Identity) was rushed during the development of the alpha version, the logo wasn't a perfect representation of our game.
Therefore, we are in the process of creating a logo that will better represent our game, and the AD is putting a lot of effort into designing a unique, memorable logo that reflects the theme and atmosphere of the game.

[color]< Rough concept artwork for BLACK STIGMA BI >[/color]
We expect to showcase the new logo in the next Dev Note.
[h3][The Origin of the Name "BLACK STIGMA][/h3]
We didn't have a chance to explain the origin of the name "BLACK STIGMA" yet.
During the last test, we noticed the definition of “Stigma” had caused some misunderstandings for some of the players.
BLACK STIGMA's name has to do with the world-building of the game.
The Killers in this world are given “Stigmas,” which represent their organization and themselves. “Stigmas” are flat, golden plates that can be used like stamps.
Killers get tattoos of their Stigmas or carry accessories based on them, and sometimes they leave their “Stigma” symbol on the crime scene after successfully killing their target. The purpose of this action is to enhance the reputation of their organization and themselves.
From time to time, Killers are tasked with eliminating another Killer or a tough opponent. In this case, they would send a letter marked with the seal of their Stigma, using black ink, to their target as a warning. This comes from the act of throwing down the gauntlet, which is how medieval European nobles challenged.
Someone to a duel. Killers started calling these seals a stigma of death (black), which led to the name “BLACK STIGMA.”
However, the true meaning of “BLACK STIGMA” is disclosed to only a select few individuals within the world, and the secret will gradually be unveiled as the story progresses.
With this backstory in mind, players might also find joy in looking for BLACK STIGMAs on different body parts of Killers in-game.
[h3][Various combat moves by the Killers in BLACK STIGMA][/h3]
Following the name of the company, "BoldPlay Games," our objective was to create a killer action game that was intensive and daring.
It is a crucial aspect of the game that the Masters (Killers) you will be playing have realistic combat skills based on real-life martial arts.
As the action is the core identity of the game, we collaborated with the most brilliant stunt coordinator team in Korea, "BEST STUNT TEAM," as soon as the project began.
BEST STUNT TEAM is a group of very talented stunt performers, and they promote their dynamic performances through various movies and TV shows.


Being the professionals that they are, BEST STUNT TEAM gave us the advice that we needed, and acted out outstanding stunts.
First, we had a meeting with the martial arts director and went through the process of explaining and understanding the synopsis, game style, and the characters (Killers) of the game. Based on that information,
BEST STUNT TEAM created some preview action videos, and through a meeting with both parties involved, we were able to decide on a list of necessary martial arts moves.
We prepared a list of actions for the game, attached the appropriate motion capture equipment to the actors from BEST STUNT TEAM, and started recording the various martial arts moves we were planning to implement in the game.
Not only did we acquire outstanding martial arts moves through the collaboration with BEST STUNT TEAM, but we also received recommendations for more types of martial arts and skills. It is thanks to the team that we were able to elevate the Killers' action moves to a more impressive and realistic level.
[color]-How Mr. Parabellum's " Throwdown Kick" was created-[/color]

[color]< Real martial arts motion capture scene >[/color]

[color]< Extracting motion capture animations >[/color]

[color]< Applied Game Screen >[/color]
The unique martial arts moves that were implemented for each Master will allow the players to experience diverse gameplay and will give them the opportunity to discover a character that fits their playstyle.
We suggest all players experience the different martial arts moves each Master has in the upcoming testing.

[color]< Main melee techniques that are available in the current version of the game >[/color]
[h3][Movie-like Action][/h3]
Melee combat techniques aside, we also focused on making our game more realistic compared to other games. One aspect of it is the difficulty of handgun shooting.

In the case of a handgun, it becomes very difficult to hit the target from a distance.
This is because many elements necessary for precise aiming were sacrificed for the handgun's portability.
A prime example would be the fact that it is very difficult to shoot in quick succession due to the lack of parts to shoulder the gun.
Even so, could a martial artist charge into a crowd of handgun-armed individuals, dodging bullets, and take them down using close-quarters combat?
That seems very unlikely.

The recent development of bulletproof vests has made it more difficult for armed individuals, even skilled ones, to quickly subdue the enemy.
Hence, shooting techniques that subdue the opponent with a handgun, like the “Double Tap” and the “Mozambique Drill,” have been developed.
We believe that BLACK STIGMA has found a good balance between the pros and cons of “handgun shooting” and made it entertaining in the game.
However, we believe that the way we implemented handgun shooting in the game felt uncanny to players who were more accustomed to typical FPS shooting games.
We observed that the recreation of semi-automatic pistols was executed well, but it appeared strange to players who were used to the rapid-firing of automatic guns.
This strangeness was amplified because the close-quarters combat animation did not meet expectations at the time.
After going through four alpha tests, we have come to the following conclusion.
“Aim for movie-like action with the addition of realistic details.”
As of now, we've discovered a point where one can experience the fun of killer action games.
We are balancing out the game for more synergy between shooting and close-quarters combat so that players will be able to play as if they were the protagonists of an action movie.

[color]< A still from the John Wick movie series >[/color]
[h3][Lastly...][/h3]
When a game is revealed to the public, that game is no longer the sole property of the developers.
It becomes the players' game.
Since the game has not been fully released yet, we believe this to be a crucial time where we can share our development concerns with the community and go through numerous trials and errors.
We are putting everything we have into making a killer action shooting game that you've never experienced before.
We value the playerbase's feedback in the development of this game.
We hope this will be an open game that we create with the community. And we aim to keep improving the game with your feedback.
We eagerly await your interest and participation.
Thank you.
Sincerely, Producer Kwon Dae Ho