The Pulse Monthly - 6.0
Hey everyone,
Over the past few months, there have been several questions from the community regarding weapons, so we wanted to dive into this much-requested topic. In this update, we'll highlight some of the intricacies of taking these weapons from concept to completion, discuss some underlying themes within Scorn and explain what role weapons play in the game. We also have an update on our development progress and priorities as we prepare for launch this October!
Weapons often play a critical role in survival horror, but one that is drastically different from that of a shooter. The feelings of security and confidence from wielding a weapon can be shattered instantly when ammo runs out or something jams unexpectedly. Scarcity of ammunition or restrictive inventory space can significantly impact short-term decisions regarding fight or flight. These interactions change the way you, as a player, feel about your environment and can help to invoke feelings of tension or discomfort.
[previewyoutube][/previewyoutube]
Although there is shooting within the game, Scorn is by no means a shooter. The weapons provide more player agency, adding an extra layer through which you can engage with the world around you.
To learn more about the weapons of Scorn, we're going straight to the source with our Creative Director and CEO, Ljubomir Peklar. From concept to completion, Ljubomir oversees every step of the process, ensuring weapons are incorporated in a way that is consistent with the overall vision of Scorn.
Can you tell us about the process for designing the weapons?
As with all our in-game elements, the design process begins with a concept. We consider how technology functions in Scorn and how that can be applied to weapons. After discussing what I want to accomplish with our Concept Artist, we’ll settle on a drawing that visually represents this.

Once the concept is finalised, our 3D team creates a basic model to see how it looks from a first-person perspective with some basic animation rigging. From here, we make adjustments until it accurately reflects our initial concept. The next and most detailed part of the process is the high-poly modelling. Once completed, the model is passed on to the animation and VFX teams to bring the asset's final version to life.
[previewyoutube][/previewyoutube]
After reviewing the final design with them, one of the first things we do is test it out in our in-game environments against the different enemies. Testing here is critical to ensure everything works the way we intend. We often will have a lot of back and forth at this stage to make sure it's right.
What kind of weapons are there and what role do they play in the game?
The weapons found in Scorn are mostly there as optional tools for progression. Humans have a strange relationship with their tools, especially weapons. How a player or character's behaviour changes when they obtain a weapon is an interesting underlying theme that I've kept in mind during development.
The weapons are relatively standard in terms of functionality, but this was an intentional element of their design. Adding recognisable gun types into the game, such as a pistol, shotgun, or grenade launcher (shown below), can influence how players perceive them and, ultimately, how they are used. It's always a delicate balancing act between the strange and familiar.

The first weapon players will encounter is perhaps the most important one. While it's the only melee weapon we have, it also doubles as a tool to interact with various mechanisms found throughout the game.
[previewyoutube][/previewyoutube]
Was there anything particularly challenging about designing the weapons?
I would say the weapons' functional aspects were the most complex in terms of design and certainly more challenging than just coming up with the different shapes, forms, or ideas. I always knew how I wanted them to look, but their design was approached in a very practical way. For example, figuring out how much ammunition should it hold, how it functions and where it goes. Once we settled on the basics, we then had to mould it into something usable for the player in a way that makes sense to the flow of the game.
At some point, once you have a basic visual design, you just have to focus on making it practical enough to work inside the game. In movies, for example, you could perhaps go overboard in design and function because it doesn't have to work from point to point and with every interaction. With a game, when you add in a player's autonomy and their ability to decide when and where to use it, you have to design for an added layer of complexity.
Why is ammo a limited resource?
Like most things, it's all about finding a careful balance. Scorn is an experience with horror at its core, so limiting ammo is a simple way to ensure the player doesn't become overpowered. Too much ammo and the experience would feel more like an action game. Likewise, the experience becomes far more one-dimensional and less interesting with too little ammo or none at all.
Do you have a favourite weapon, and if so, why?
The initial tool you receive is definitely the most interesting for me because it has many elements to it. Although it can be used as an effective weapon, it must be done at close range. Use it for too long, and the tool can overheat.
From a development perspective, I also enjoyed the challenge of simply making it work. There was a lot of trial and error, with the initial design going through many iterations. I'm especially pleased with how it turned out, so it was definitely worth it.
We've been asked a lot this month if we're still on track for our October launch, and we are! The teams are working hard to ensure we stay on track. Here is the latest progress update from Ljubomir:
Over the last month, our 3D team has finalised creating all of the remaining static meshes, so production is progressing well. They aim to have everything completed in June. Animation and VFX are currently our biggest focus, and the teams are busy ironing out bugs and finalising everything. We're full steam ahead for our release in October and excited to be able to show off more of the game soon.
Thank you for taking the time to read through these updates each month. We have a lot more planned to share over the coming months as we gear up for release, so keep your eyes peeled for more exciting news. Remember to follow us on our official social channels on Facebook or Twitter for additional updates and behind-the-scenes content.
Over the past few months, there have been several questions from the community regarding weapons, so we wanted to dive into this much-requested topic. In this update, we'll highlight some of the intricacies of taking these weapons from concept to completion, discuss some underlying themes within Scorn and explain what role weapons play in the game. We also have an update on our development progress and priorities as we prepare for launch this October!
A Useful Tool, Indeed
Weapons often play a critical role in survival horror, but one that is drastically different from that of a shooter. The feelings of security and confidence from wielding a weapon can be shattered instantly when ammo runs out or something jams unexpectedly. Scarcity of ammunition or restrictive inventory space can significantly impact short-term decisions regarding fight or flight. These interactions change the way you, as a player, feel about your environment and can help to invoke feelings of tension or discomfort.
[previewyoutube][/previewyoutube]
Although there is shooting within the game, Scorn is by no means a shooter. The weapons provide more player agency, adding an extra layer through which you can engage with the world around you.
Spill Your Guts
To learn more about the weapons of Scorn, we're going straight to the source with our Creative Director and CEO, Ljubomir Peklar. From concept to completion, Ljubomir oversees every step of the process, ensuring weapons are incorporated in a way that is consistent with the overall vision of Scorn.
Can you tell us about the process for designing the weapons?
As with all our in-game elements, the design process begins with a concept. We consider how technology functions in Scorn and how that can be applied to weapons. After discussing what I want to accomplish with our Concept Artist, we’ll settle on a drawing that visually represents this.

Once the concept is finalised, our 3D team creates a basic model to see how it looks from a first-person perspective with some basic animation rigging. From here, we make adjustments until it accurately reflects our initial concept. The next and most detailed part of the process is the high-poly modelling. Once completed, the model is passed on to the animation and VFX teams to bring the asset's final version to life.
[previewyoutube][/previewyoutube]
After reviewing the final design with them, one of the first things we do is test it out in our in-game environments against the different enemies. Testing here is critical to ensure everything works the way we intend. We often will have a lot of back and forth at this stage to make sure it's right.
What kind of weapons are there and what role do they play in the game?
The weapons found in Scorn are mostly there as optional tools for progression. Humans have a strange relationship with their tools, especially weapons. How a player or character's behaviour changes when they obtain a weapon is an interesting underlying theme that I've kept in mind during development.
The weapons are relatively standard in terms of functionality, but this was an intentional element of their design. Adding recognisable gun types into the game, such as a pistol, shotgun, or grenade launcher (shown below), can influence how players perceive them and, ultimately, how they are used. It's always a delicate balancing act between the strange and familiar.

The first weapon players will encounter is perhaps the most important one. While it's the only melee weapon we have, it also doubles as a tool to interact with various mechanisms found throughout the game.
[previewyoutube][/previewyoutube]
Was there anything particularly challenging about designing the weapons?
I would say the weapons' functional aspects were the most complex in terms of design and certainly more challenging than just coming up with the different shapes, forms, or ideas. I always knew how I wanted them to look, but their design was approached in a very practical way. For example, figuring out how much ammunition should it hold, how it functions and where it goes. Once we settled on the basics, we then had to mould it into something usable for the player in a way that makes sense to the flow of the game.
At some point, once you have a basic visual design, you just have to focus on making it practical enough to work inside the game. In movies, for example, you could perhaps go overboard in design and function because it doesn't have to work from point to point and with every interaction. With a game, when you add in a player's autonomy and their ability to decide when and where to use it, you have to design for an added layer of complexity.
Why is ammo a limited resource?
Like most things, it's all about finding a careful balance. Scorn is an experience with horror at its core, so limiting ammo is a simple way to ensure the player doesn't become overpowered. Too much ammo and the experience would feel more like an action game. Likewise, the experience becomes far more one-dimensional and less interesting with too little ammo or none at all.
Do you have a favourite weapon, and if so, why?
The initial tool you receive is definitely the most interesting for me because it has many elements to it. Although it can be used as an effective weapon, it must be done at close range. Use it for too long, and the tool can overheat.
From a development perspective, I also enjoyed the challenge of simply making it work. There was a lot of trial and error, with the initial design going through many iterations. I'm especially pleased with how it turned out, so it was definitely worth it.
Development Update
We've been asked a lot this month if we're still on track for our October launch, and we are! The teams are working hard to ensure we stay on track. Here is the latest progress update from Ljubomir:
Over the last month, our 3D team has finalised creating all of the remaining static meshes, so production is progressing well. They aim to have everything completed in June. Animation and VFX are currently our biggest focus, and the teams are busy ironing out bugs and finalising everything. We're full steam ahead for our release in October and excited to be able to show off more of the game soon.
Thank you for taking the time to read through these updates each month. We have a lot more planned to share over the coming months as we gear up for release, so keep your eyes peeled for more exciting news. Remember to follow us on our official social channels on Facebook or Twitter for additional updates and behind-the-scenes content.