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World War 3 News

Weekly Report #22 - Last Week At The Studio



Available in the following languages:PL | RU | DE | FR

Hello, soldiers!

Last week has been really busy for us at the company. We have talked about the community game mode, Breakthrough, and the response from our community has been great. You, our players, seem to like the idea of having a Rush-like type of mode in World War 3. It shows that not only developers can impact the game they’re creating, and that’s what we always wanted - to create the game both us at the studio, and our players would enjoy playing.

Some of you were asking about whether Breakthrough means that we won’t be finishing Recon game mode. We just wanted to quickly address that concern: no, working on another game mode doesn’t mean that we are abandoning the tactical-oriented one. Our team understands that not everyone wants to play every single game mode, and some players wait for one more than the other - after all, even we, developers, have preferences between TDM or Warzone and some want to play Recon more than Breakthrough (and the other way around, as well).. Rest assured: we have different teams working on different modes, so making one doesn’t impact the other. Work on Recon hasn’t stopped and we are fully determined to bring both types into World War 3.

Talking about our community impacting things, we also ended the Content Creator Contest submissions. Between the 21st of June and the 19th of July we’ve asked you to submit your video creations. We received a lot of videos and we cannot thank you enough for showing us your love for World War 3. The response has been great and we had a lot of fun watching your creations for the past couple of days. Watching how our players have fun in our game makes us appreciate the joy we’re giving you by working hard everyday!

We’ve narrowed down the submissions to the best ones and now it’s in your hands. We had our picks, now it’s time to let the players speak - choose however you like, the one that’s the most funny, one that represents World War 3 the best or just one that looks like it took a lot of effort to make. Help us pick the winner and who’s going to get the Special Edition of World War 3 - here’s a quick reminder of what’s in it:


On the technical side of things, we are still working on the new animation system. We are getting there, but we still have to make sure everything works properly before we can test it on the PTE, before we can release it on Live servers. It all progresses as we have anticipated, so it shouldn’t be that long before we can finally announce when the next patch will finally be released.

We’ve already switched to the Unreal Engine 4.21 internally, but as we expected, it created a few small issues. Nothing that should be alarming - introducing new tech into an existing system always creates small frictions. It also progressess as it should, and we should be done fairly soon as well.

As we have stated numerous times, we have set a great example with Warzone Giga-Patch and we want to continue this streak with 0.7, which means that even if it takes a couple of weeks more to deliver the update, it would still be in a great state and without any major issues.

Talking about technical stuff, unfortunately we also had an issue on Thursday night that made the game inaccessible for our European players. Our server provider’s team quickly jumped onto the issue and while they were repairing what needed, our team has temporarily switched DNS servers, so a portion of the players was able to play regardless of what happened. The issue has been swiftly repaired and players could log into the game. We apologize to those who wanted to play World War 3 and couldn’t, but it shouldn’t happen again.

As usual, see you next week! Follow our social media for newest information and join the discussion on both our official forums and Discord.


Thank you,

- World War 3 Team

Status On EU Master Server

Hello everyone,

Currently we have an unknown outbreak on our EU master server. We are working with our hosting service to diagnose the issue and develop a quick fix.


We do apologize for the inconvenience this may have caused you,



UPDATE: We've temporarily forwarded EU master requests to a backup machine, it will mean that you can't access your profiles, but you will still be able to play. The issue is a hardware failure, we've got hands on site to fix it, but there's no ETA at this time.

EU master server is back up and working again. No profiles have been interrupted during the hardware failure.


Please restart Steam if you still encounter issues,

Thank you for your patience,

- Captain Price

Weekly Report #21 - Community Game Mode


Available in the following languages:PL | RU | DE | FR

The time has come to reveal a bit of information on our plans regarding the promised community game mode. We’ve been bombarded by requests and ideas for new game modes since even before the game launched into Early Access, which is understandable - everyone has their personal favourite and wants to see it realized in as many games as possible. Some game modes fit World War 3 better, some worse, but since we are only choosing one of them, we had to make sure it’s both heavily requested and actually works well with what World War 3 is and will be in the future.

We’d love to include every idea we can, but there are some problems with that. Obviously, we don’t have infinite time or resources to devote to making more game modes, but that’s not the main reason we’re trying to limit how many there are - we just don’t want to have 20 game modes that nobody plays, and we feel like limiting the number and playing to the strengths of the game is a much better approach.

When deciding on what game mode to add, we’ve had a few criteria to take into account, so let’s talk a bit about them.

Very early on we’ve noticed that the game is the most fun and works best when players create front lines between points, so it was instantly in our minds when thinking about next steps and how to handle adding more game modes to the game.

Right now, we’ve got two game modes: Team Deathmatch and Warzone. Both of them are vastly different and offer different experiences and we wanted to add something that’s somewhere in between - a bit more dynamic than Warzone, but a bit more tactical than TDM.

Those are the most important deciding factors of the game mode we wanted to add. Having that in mind, let’s take a look at what the community wanted - after all, this is the community game mode.

At the beginning of April, some community members came to us with a question: “Can you guys give us a password protected server to test a game mode we think would be cool?”. We talked about it a bit and decided that it could be fun to test something like this on the Public Test Environment with our community.

We set it up, and on the 19th, the first Breakthrough event was announced by and for the community. Check out the forums for the original post, but the idea was simple: create a popular Rush variant for World War 3 and see how it works with our mechanics and gunplay, inviting only people that know what the rules are and are willing to take the time to set it up and see how it plays.

It was great fun and it seemed to flow well and work with our game splendidly, but there were some problems, mainly with spawns and the rules that were decided at first. We changed them, went through the second and third iteration and each time it was more fun and was getting closer to the right idea.

At this point, there’s not much more that we can do without starting to change the game itself to facilitate the idea, so we had to decide if this was the game mode we wanted to go with. We don’t think there’s anything that can be called more of a community game mode than a game mode that came straight from our players. Moreover, in some polls that were held by the players on our forums, this type of game mode was also winning.

It fits our ideas of what the game needs and should be a good addition to the game mode roster, with TDM being a simple and dynamic one, Breakthrough going up in tactics, but still being fast paced and fun, Warzone - teamplay oriented and more complex and finally Recon - the one for tactical players.

We wanted to share with you what our players that started this initiative think and why they decided that a Rush-like was a good idea:

We’ve talked with the guys that World War 3 would be ideal for something like a Rush game mode and as avid players of this kind of mode, me and DareQQ decided to test how it would work. First iteration took over 2 weeks to prepare, thinking about how it would work and how to set it up. As it seems - it worked, and gave us a lot of fun and inspired us to organize more of the Breakthrough events. - Lugresky

So, what is it?

If you’re not familiar with how this type of game mode works, in Breakthrough, the players are divided into two teams: attacking and defending. Defending team has control of all of the areas on the map and all points and they can spawn on any of the points. The attacking team’s goal is to destroy the radio stations that are placed on each of the points, giving them control over the area and letting them push the front line further. They have to do it before the time runs out - if it does, defenders win.

Radio stations can be destroyed in two ways: by planting an explosive on them or by other explosives, like tank shells, C4 or grenades - it just takes a lot of them. Once the explosive has been planted, it can be defused by the defenders. If it’s not, it destroys the station and pushes the defenders further into their territory. All damage done to the station is permanent and it cannot be repaired.

Each region can have one or two stations and is converted to attackers after all stations are destroyed in it. Taking a region adds time to the game, making it a quick one in case of a steamroll and longer one if the game is evenly matched.

For now that’s all we are sharing about the game mode, but rest assured we don’t want to reinvent the wheel, just make it work with our game. It can still change, so we will share more details as they come up.

What is the current progress?

At this point we’ve got a working prototype and we’ve already tested our version a few times, with very positive feedback coming from the playtesting. Breakthrough will come the Public Test Environment at first and will be evolved there with community feedback and suggestions. We don’t have an ETA yet, because we’re still hard at work with the engine change, but the work is progressing as expected.

Let us know what you think on our social media, Discord server and on the forums.

Have a great week,

- World War 3 Team

The Content Creators Contest is now closed for submissions!



Thank you to everyone who entered - now we have to sort through through your amazing creations. We will contact and announce the winners in the next couple of days!

Good luck, soldiers!

Weekly Report #20 - Character Pipeline



Available in the following languages:PL | RU | DE | FR

Hello, Soldiers!

Last week we talked about how engine change will impact our game, how it impacts development and what replication is and how it can improve our game. A lot of you expressed your love for our characters and how detailed they look, so this week we want to shed some light on how our characters are made and what makes them stand out!

Contrary to popular opinion, we are not utilizing photogrammetry in our game, that’s the Get Even and Chernobylite’s team domain. In World War 3, in the character department, we use something that’s called structured light scanners.


3D scanning is a process that analyzes an actual object to collect data about its shape and texture in order to reconstruct said object in a digital environment. There are few ways to go about that, few technologies with each having some pros and cons, but we chose structured light, as we feel it suits our needs the best.

To put it bluntly, you can point a scanner at an object and move around it (or move the object) to create its virtual equivalent. Structured light helps the process by projecting grid pattern on an object, telling the scanner how far or close it is from it. That way you can reconstruct that object, like in our example case, a British military vest, and preserve its shape and all tiny imperfections and dents, as well as its colors, that make it look and feel realistic.



Some objects require more or less detail than the others to give them a feeling of realism and accuracy. For example, the British military vest is a large object, so we are using a scanner that has a bigger working area, but leaves a bit of details out of the scan. The vest doesn’t really require that much detail because it is treated more as a “background” for various attachments and items on it. While scanning boots, knee pads, knives and items that are similar in size we utilize a scanner that has much more accuracy, but has a smaller working area. This helps with bringing out all the imperfections and smaller details that would otherwise not be visible. It takes considerably more time to calculate the mesh, but still makes it worthwhile to scan the object.


That’s why we have a couple of 3D scanners, to cover both big and small subjects. Currently we have access to three Artec 3D scanners, having Leo, Spider and Eva at our disposal - though we are not using Eva lately, mainly because it was replaced in our workflow by Leo; it is the newest scanner in our arsenal. Spider is used for the smaller objects. Its working distance - how far from an object it has to be to capture the detail and shape- fits between 0.2m and 0.3m and the volume it can scan (which means how big an object can be) is up to 2,000 cm³. It works flawlessly with boots, smaller pouches, helmets and objects of similar size. Smaller working area and volume allows Spider to scan with the most accuracy, up to 0.05mm. It captures the most detail, but it comes at a cost - it captures frames at ~8fps. In comparison, Leo, our newest scanner, has working distance between 0.35m to 1.2m and volume of 160,000cm³, which means that if we wanted, we could easily scan a car and still have a great scan quality. This scanner can work with a lot bigger objects, but has a point accuracy up to 0.1mm, which is still amazing, though not as detailed as Spider. It also scans much quicker than Spider and Eva, capturing frames at 44fps. The scanner it replaced, Eva, has the same 3D point accuracy as Leo, at 0.1mm, but has a working distance between 0.4m and 1m with volume capture zone of 61,000cm³. Also it only captured frames at 16fps, so we had to scan really carefully with it. Key difference between the three machines is the connectivity. Both Spider and Eva require constant connection to a PC/laptop for it to work, Leo is completely wireless. Which technically means we could just go out and scan whatever we wanted, but it being fragile and really useful to us, we would rather not!


All Artec scanners can also capture textures, though here at World War 3 we are doing textures by hand. It just looks better and gives 3D artists more freedom.

Using structured light helps cut down the time it would take to make the 3D model by hand and helps bringing down the production time of a High Poly version of an object from a couple of days to just a few hours, and sometimes even shorter.

After scanning and first pass of cleanup of the model, such scan goes further down the rabbit hole into the hands of a character artist.

3D artists, using specialistic 3D sculpting software create a High Poly model from received scan file. Such model is then processed and worked on by hand to eliminate any errors and mistakes that made it through the first pass of cleaning up. Its form and silhouette is fixed to match the general guides we use, so it works with different models. For example, when new boots are added to the game, artist has to make sure it fits into the pants, so there would not be as few parts sticking outside of the model as possible. Next step is to create a simplified model - the less polygons there are, the better for the overall performance of the game. Such model does not have all the details that got preserved during the scanning process, it is it’s simplified form, but using the High Poly model as a reference and a source, the artist is able to “bake” normal textures onto the Low Poly version, so it looks like all the details are still there, even though they’re not.


Then, the model is basically ready for texturing. Texturing process, which basically means painting all the colors and how an item shows up in the game, helps with defining the look of the surface of the model. It also encompasses assigning physical materials to the object. Last part of the process is to create various customization options for the model, and currently (as of 0.6 Warzone Giga-Patch Update) each item that can be changed in our game has more than 20 unique camouflages and color variants.

Just before we end the report, here’s how the character looks in game after final touches:
https://www.youtube.com/watch?v=incPt0CGNoc

As usual, see you next week for our weekly update!

- World War 3 Team