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Alpha test postponed

[p]Friends,[/p][p]We unfortunately have to announce that the alpha test planned to start on September 18th will be postponed. Some extra time is needed to review the build. We’ll tell you about the new dates as soon as we get a confirmation that everything is 100% ready. Won’t take too long![/p][p][/p][p]In the meanwhile, you can still sign up for the test on our store page. If you have any questions, feel free to leave them in the discussions here.[/p][p][/p][p][/p][p]Thanks for your understanding! We’re doing everything in our power to make the alpha test happen as soon as possible.[/p][p][/p][p]Stay in touch![/p]

Creating worlds: how developers make game locations. Part 4

  • [p]Read part 1 for insights into the logic behind creating the locations.[/p]
  • [p]Read part 2 to learn about the process of designing a level.[/p]
  • [p]Read part 3 to see the process of beautifying the locations.[/p]
[h2]Narrative design: from visual aesthetics to story meaning[/h2][p]Narrative design is the final stage of breathing life into a location. Although it is considered one of the last steps, narrative designers work closely with both level and art designers throughout development to ensure that every element of the location carries meaning. NCORE developers actively use environmental storytelling, making the Arena more than just a battlefield. It’s a stage where past meets future, and history meets pure adrenaline. Every hex is a frozen fragment of humanity’s story, retold through the lens of spectators in the distant future. Designers don’t simply build scenery—they shape the perception of history, adapting it for how future Earth dwellers might see it.[/p]
[p]"This isn’t about faithfully recreating the past like a museum. On the contrary, the Arena operates by the rules of a show: holograms, billboards, unexpected futuristic elements — all of it reminds players that the fighters haven’t time-traveled but are part of a grand spectacle. What happens in the Arena isn’t just a battle — it’s a stage full of opportunities to prove yourself and influence hundreds of thousands of spectators," developers say.[/p]
[p]Each NCORE location is not just decoration, but a narrative-driven fragment of history refracted through the future. Players can spot inconsistencies, look for clues, and decode what in the world has remained unchanged and what has evolved with time. It’s not just background, but a hook for those who pay attention.[/p][p]Narrative design is a tool that turns a game location into a story-rich space. If level design answers "how to play," and level art answers "what to see," narrative design answers "why it matters." At this stage, story elements are woven into the map: notes, dialogues, visual hints, or interactive objects that reveal lore, character motives, or world conflicts. Narrative design gives a level depth — turning the player from an observer into a participant of the story. Without it, the location remains just pretty scenery and interesting mechanics, but lacks the soul that makes a game memorable.[/p][h2]Game location as a complete experience[/h2][p]Creating game locations is the synthesis of functionality, aesthetics, and meaning, where every stage of development lays another brick in the foundation of the game world. Level design builds the "skeleton" of a map — routes, balance, and interactions that make exploration engaging. Level art adds "flesh and skin," turning abstract layouts into living landscapes: cracks on walls, beams of light through fog, or the shimmer of neon all shape the atmosphere that grips emotions. Narrative design weaves in the "soul," explaining why this world exists: discarded letters, NPC dialogues, or hidden symbols turn an arena into a place with history, not just obstacles.[/p][p]These stages don’t just follow one another — they constantly interact. For example, the narrative idea of an abandoned lab affects level design (maze-like hallways with locked doors) and level art (rusty pipes, flickering screens). The result is not just a map, but a holistic experience: players explore the space, feel its mood, and become part of the story themselves. That’s how memorable locations are born — not because of graphics or complex puzzles, but because every element works in unison, transforming code and textures into a world players want to stay in.[/p][p][/p][hr][/hr][p]How do you find these articles? Let us know in the comments if you want to learn more about NCORE’s development![/p]

Creating worlds: how developers make game locations. Part 3

  • [p]Read part 1 for insights into the logic behind creating the locations.[/p]
  • [p]Read part 2 to learn about the process of designing a level.[/p]
[h2]Level art: from blockouts to vivid visuals[/h2][p]A finished blockout then goes to the level art team. At this point, the location is already functional: routes are set, cover is placed — but it still lacks visual identity.[/p][p]The transformation process includes:[/p]
  • [p]References and concepts — artists gather hundreds of images, from historical archives to film stills. For example, when designing a World War I inspired map, they may study trenches, helmet shapes, and even rust patterns on metal. This stage also establishes visual techniques to improve navigation.[/p]
  • [p]Draft assembly — the map is filled with placeholder objects from the Megascan library (a free library of 2D/3D assets and textures for Unreal Engine) and simple textures. This helps "test" the style and estimate the scope of content production.[/p]
  • [p]2D concepts — key areas are drawn in detail, helping designers communicate their vision clearly to the entire art team.[/p]
[p]When scope and references are set, the environment art team steps in. They create the 3D content that fills the location, often themselves or using the ready 2D concepts. This is a highly creative task that strongly influences the overall feel of the level. Based on the level designers’ blockouts, they recreate realistic objects. For instance, we designed a chalet in a trailer park where gameplay requirements blended seamlessly with real-world architecture.[/p][p][/p][carousel][/carousel]
[p]Other objects on our maps are created in the same way. Often photo references are enough, but in complex cases we turn to concept art. — NCORE developers[/p]
[p]While environment art produces content, level art continues refining and detailing the location. Artists carefully select and fine-tune terrain textures, add details, and enhance them with technical tricks. All content is placed with gameplay in mind: "We constantly cross-check with level design to make sure everything works in the best possible way."[/p][p]But textures alone aren’t enough. Developers then add visual effects, each serving a purpose. In NCORE, lighting is not just a visual element, but also a tool to set mood and guide gameplay. For example, the foggy atmosphere of the Trailer Park map feels completely different from the cold, dramatic lighting of the Battlefield map or the warm golden sunset of Kaiser’s Palace. This makes each location feel like a separate experience. Deep immersion is possible thanks to Unreal Engine’s powerful tools and the artists’ attention to detail.[/p][p]Static maps get boring fast, so developers add dynamism through environmental animations:[/p]
  • [p]On Airfield, planes fight overhead, leaving smoke trails.[/p]
  • [p]On Kaiser’s Palace, bonfires burn and fountains flow.[/p]
  • [p]On Streets, a ruined city smolders while wind scatters debris across the roads.[/p]
[p]Level art is the stage where a location gains its visual identity and emotional depth. If level design builds the foundation through mechanics and navigation, level art gives it atmosphere, detail, and artistic cohesion. Artists work with textures, lighting, color palettes, and architecture, turning a schematic mockup into a living world. It’s level art that makes a map memorable — transforming functional space into a place players want to explore. Without it, players couldn’t experience true immersion, since it’s through visuals that mood, context, and spirit are conveyed.[/p][hr][/hr][p]In the final part, we’ll tie all the previous processes together with the narrative — looks are empty without the substance![/p]

Creating worlds: how developers make game locations. Part 2

  • [p]Read part 1 for insights into the logic behind creating the locations.[/p]
[h2]Level design: the foundation of any location[/h2][p]Location design begins with gathering and organizing hundreds of reference images: from historical photographs to concept art from other games. Based on these, a 2D map of the level is created. NCORE developers follow the rule of making 2–3 variations to find the most interesting idea. [/p][p][/p][p]The approved map is then transferred into Unreal Engine 5, where a rough blockout (a gray-box version with basic geometry) is built. Next, all objects are aligned with unified gameplay metrics to ensure balance between players: standardized doorways, cover sizes, and more, along with the addition of interactive elements. In NCORE, these include jump pads (that launch players upward), ziplines, explosive barrels, and others. Developers use several tools when working with blockouts:[/p]
  • [p]Grid materials — help keep proportions consistent without being distracted by textures;[/p]
  • [p]Collision validator — highlights spots where players might get stuck;[/p]
  • [p]Prefab templates — standard-sized doors, ladders, and cover for quick prototyping.[/p]
[p]One of the most challenging aspects of level design is balancing gameplay features with the game’s round-based format. NCORE uses 5-minute rounds. Within that time, players must be able to travel across several hexes, while each hex’s structure must allow for full clearance. Since players can enter and exit any hex from any side, no single battlefront is formed. To keep navigation clear, developers add orientation aids:[/p]
  • [p]Hero objects at the center of a hex — large, easily visible structures that act as global landmarks;[/p]
  • [p]Logical zoning to help players plan routes and remember which area leads where.[/p]
[p]It’s also important to avoid overloading a level with too many small details, which can make navigation harder. To prevent this, level designers set guidelines for the art team — for example, how trees, grass, and other elements should look and where they should be placed.[/p][p]Level design is the foundation upon which every location is built. At this stage, developers define the structure of the level, place key interaction points, plan mechanics, and balance difficulty to create an engaging and logical gameplay experience. Designers treat the map as a “skeleton”: plotting routes, combat areas, and exploration zones, all while considering how players will move and perceive the space. Level design determines whether the map feels intuitive, dynamic, and aligned with the game’s vision. Without it, a location risks becoming just a pretty backdrop with no tactical or emotional engagement.[/p][hr][/hr][p]So much attention going into the levels! In the next part, we’ll turn our attention to the artistic side of things.[/p]

Join the Alpha Test! [UPD]

[h2]Update: The alpha test will be postponed.[/h2][p]You can find the details in this article here. Thank you for your undersntanding![/p][p][/p][p]Gladiators![/p][p]Drumroll for the announcement we’ve all been waiting for! The next alpha-test will be held on September 18th. To participate, you’ll just need to press the “Request Access” button on NCORE’s store page.[/p][p][/p][p][/p][p]
During this test, you’ll get the chance to feel out the mechanics of the game, have fun, and (of utmost importance to us) share your feedback![/p][p]
The satisfaction of a good match is not the only trophy. A unique Battle Pass, “Path of the Gladiator”, will be active during this playtest. Complete its quests and earn awesome rewards for when the game releases.[/p][p]
We’ll be waiting for you in the arena![/p]