Published by South Korean game maker Kakao Games and developed by Lionheart Studio, the new MMORPG "ODIN: Valhalla Rising" was officially released recently. And today the official to the players revealed the production process of the game, let's take a look at it!

"Odin: Rebellion" will become a topic of conversation, so that players talk about the reason, is its extremely realistic, high-quality wonderful graphics and story design, Kakao Games exposed the game production team behind the production process, while emphasizing that this work is to lead the MMORPG game posture, erect the game under the new benchmark of the work, the screen after the release of many players also caused many players to discuss and expect.
A unique ultra-open world map
Kim Beom mentioned that when playing other MMORPGs, there is often a feeling of limited or blocked vision, but in "Odin: Rebellion" from the technical breakthrough, the actual play can be found that in other games, moving the screen down from behind the character to look at the front vision, will become cluttered or poor vision, but in this game from behind the character to look forward, it is possible to see the open horizon, which means that the perspective presented by Odin: Rebellion is comfortable in the eyes of the player.
There will be four continents presented in an open-field format at the beginning of the game: midgart inhabited by humans, barren land Jotunheim inhabited by giants, Nedvier-inhabited by gnomes, and Yalfheim inhabited by elves.
Pursue the ultimate realistic props and scene production
In addition to basic "motion capture", "3D scanning" and other technologies, "Odin: Rebellion" works very hard to create a delicate light and shadow effect; for example, when the character walks, in order to make the player closer to the sense of reality, arrange the light and shadow changes in great detail, so when changing the scene, there is a particularly dramatic atmosphere.
In addition, the character costume production team actually purchased the medieval prop costumes, 3D scanning and shooting, and made them in the form of artificial model covering, such as metal, plastic, leather parts are very emphasis on the embodiment of texture, and even add a variety of life, battle traces or show rust.
Glamorous character building that makes people addicted
In the design of the four major classes, in addition to the appearance setting close to each class, the action design is also particularly elaborate, hoping to maximize the character style; such as the sexy witch, the warrior with a sense of weight, the cold urban female thief, and the priest who is cute enough to want to hug, all of which have done a lot of research on the overall dynamics and posture settings.
Monsters are a proud feature of Odin: Rebellion, "We wanted to design monsters to blow up his looks as soon as they saw them", and the production team upheld this spirit to create many monsters that looked very vicious and threatening.
Fenrir the giant wolf, based on Grampnier's wolf lock binding, designed a rope to wear on him, and in order to add a sense of ferocity, added several eyes to it to make it look more frightening; or the monster image is famous for its "emptiness", and its appearance design is even more invisible to other games, showing a gloomy, terrifying appearance.
In order to make players more engaged in the game, the development team has devoted a lot of effort to the story writing and drawing parts, and has also put a lot of effort into creating unique skills between various classes, cooperation between classes, as well as disputes between players, and player-exclusive communities. I hope that players will be completely immersed in the norse mythological world together, experience the game content at the same time, but also fully feel the charm of "Odin: Rebellion" and the deep intentions of the production team.