Media in category “Dev Log”

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What is PUBG Weapons (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



Today, our lead weapon designer Minwoo Kwon takes you through the basic implementation of weapons in the game. We will be taking a more in-depth look at the weapon systems in future posts, but for now we wanted to share the basics of the system we are creating.

Hello, this is Minwoo from PLAYERUNKNOWN’S BATTLEGROUNDS game design team.

In this post, I will be covering some basic concepts of BATTLEGROUNDS weapons and combat system.

First, let me start with the list of the weapons we have. Currently, we have total 17 different types of weapons: two pistols, one revolver, a classic pump-action shotgun, a double-barrel shotgun, a semi-automatic shotgun, four types of assault rifles, three SMGs, a LMG, and three sniper rifles.

When we were selecting these, we wanted players to be able to play BATTLEGROUNDS with a variety of weapons. We might be adding more to this list later on, but for now we believe this should be a good set of weapons to start with. We also will add different types of melee weapons at some stage in the future.

Players will be able to loot most of these weapons from the world as they play the game, except for some of the more powerful ones, which will only be available from care-package drops during the rounds. You will also be able to modify these weapons with variety of attachments such as compensators, suppressors, scopes, foregrips, extended magazines, and others.

Beside weapons, we have different levels of helmets, armor and backpacks as shown above. Helmets and vests reduce damages to head and upper body, respectively, and backpacks will provide more space so players can carry more items. Note that the items above are not to the correct scale as I exaggerated them a little to show them more clearly.

Combined with these weapons, attachments, and different levels of helmets & armor, a player will have the chance to level-up their character and weapon during the game.

When we designed our combat system, we believed that it is crucial that we make this as real and seamless as we can. Because this game is essentially about the battle between players, we want our combat system to be as non-intrusive as possible so they can focus on the fight at hand.

For bullet trajectory, we use weapons’ actual muzzle velocity and gravity to simulate close-to-real trajectory, so that it is as close to what people would see when they are shooting a real version of the weapon over distance. Bullet’s damage also decays as it travels over distance.

The trajectory system can be learned over time by shooting and looking at where your shot actually lands. For this reason, we specifically asked our effect artist to make sure our bullet impact effects to look realistic, yet are well-visible even from a long distance.

Another thing we have done is remove weapon sway from our game because it can be frustrating for some people due to its randomness.

We have also created a recoil pattern system for fully automatic weapons. When you spray your weapon, you’ll find there’s a pattern in it, which you can learn to master. Even though we expect more than 50% of combat will take place from mid to long range, it is there for you to learn and improve your close range combat.

That’s all from me for now,


What is PUBG Welcome To The Development Blog! (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



I’m excited to finally share more details about what I’ve been up to for the last few months. This February, I received a message from Dr. Changhan Kim, a Production Director at Bluehole. He explained that he’d wanted to make a Battle Royale type game for the last 10 years, and when he learned about what I had done with Arma 3 & H1Z1, he decided reach out to see if I would be interested in joining his team to make it a reality. I get the occasional email like this, so I had some questions about how this could work. However, it soon became clear that his vision was in line with ideas I had been dreaming up. This could actually work! After some in-depth discussions I was fully convinced that we wanted to make the same game.

A few weeks later I was flown out to Seoul to meet with the team and see what they had planned. I had many questions, since I primarily knew Bluehole as an MMORPG developer. I needed to be sure they would be able to make the game I had in my head, but after meeting the team and seeing the concept art and ideas they had, those doubts disappeared and I got more and more excited about what we could do together! I accepted their offer of joining the team as Creative Director, and moved to Seoul at the end of March to start making my dream of a Battle Royale standalone game a reality. Our goal is to create a game that is designed from the ground up to give players a competitive, strategic, and balanced PvP experience that’s fun to play–a game that you want to keep coming back to, win or lose.

Since then I have been working with the team here outlining my vision and production is now well underway. We plan to have a very open development process and as such we hope to update this blog on a frequent basis. As a modder, player feedback has been very important to my working process and this will still hold true for the BATTLEGROUNDS project. I can’t wait to share some of the details on the world, weapons and characters we have created thus far.


What is PUBG Vehicles (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



Today on the dev blog we will be looking at the vehicle creation process. When we are deciding on vehicles to add to the game, we consider how they will affect game-play, but also if they will fit with the location of the island.

The vehicle creation process follows a similar process to characters, with reference images passed to our vehicle artists first. They will then create a basic model of the vehicle in question, and pass it onto the art director for approval. Once the model has been approved, the artist will then move to creating a high-poly version of the vehicle.

Again this process will be reviewed by the art director at each stage to ensure the model is accurate. Once this is achieved, a final render of the model is created before moving onto creating the low-poly mesh.

With the UAZ, we wanted 3 different cabin designs, so along with the low-poly mesh, the model was broken into separate parts to enable this variety.

Now the vehicle is ready to be brought into the game. For this I will hand the post over the JC, our game design lead and the man responsible for getting vehicles working well in the game.

Hi, my name is JC and I’m the game design lead for PLAYERUNKNOWN’S BATTLEGROUNDS.

Today, I would like to first introduce the vehicles that will help players get around the island. For launch, we intend to have 5 types of vehicles available.

Our Buggy:

Our Sedan based on the Dacia 1300:

Our Truck based on the ZIL 313 (WIP):

Our Speedboat based on the PG-117 Speedboat (WIP):

Below is a short list of key components that define how driving a vehicle feels.

  1. Body of the vehicle;
  2. Mechanical values/parameters;
  3. Physics collision.

In the first phase of production, exterior and body that are aligned with the overall concept of the vehicle will be determined and the artist will begin working on the vehicle. If we decide to use a vehicle that looks similar to what’s available in real life, the spec of the actual car can be used as a good reference. But for a vehicle like the buggy which is unique, you have to consider things like wheel base and center of gravity.

While the artist is working on the model, I use a temporary vehicle model, which I call a “Tofu car” because it looks like a block of tofu!

I use this temporary model and tweak different mechanical values in Unreal Engine until I get a well-balanced performance profile with a good feel to the specific driving features required for the type of the car I’m working on. In this process, I will adjust a lot of the parameters including everything from torque curve to Ackermann Accuracy (a parameter I didn’t know before working on vehicles for BATTLEGROUNDS).

When the artist has the model completed, I will import it into the game, dress it with materials and attach the different components that are necessary for the car to function. I then set up the animation so that both suspension and gear driving system will move realistically.

Once all this is completed, cameras, lights and FX sockets are attached to the car.

I then move on to the extremely painful process of setting up the physics collision, which is like walking a tightrope as I have to strike a balance between server computing costs, realistic collision and how it will affect the game-play in an open world map.

After each round of adjusting, I go through a long period of repeated test driving sessions to see if driving feels and looks as real as possible. I’ve actually calculated the mileage of each vehicle after testing and it was approximately 20,000 km on average.

There are still some issues that I need to tackle in the near future, but overall I am very satisfied with how our vehicles feel right now!

Happy driving!


What is PUBG TwitchCon Report (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.


Hey all,

My name is Sammie Kang and I’m the Communications Manager for PLAYERUNKNOWN’S BATTLEGROUNDS. Today I will be looking back on our time at TwitchCon 2016!

Twitchcon 1

Day 0

Our booth was set up before we arrived in San Diego. The 14-hour flight was dreadful but seeing our backdrop with livestream screenshots from the last alpha test helped us recover quite quickly. We made this backdrop to give credit to the streamers who helped us in raising awareness of our game throughout the 1st alpha test. While we were making the gameplay video for our booth, our Marketing Creative Director Curtis came up with this idea and we all loved it. Unfortunately, we were not able to put everyone in the picture due to size constraints. We reached out to two dozens of streamers who gave us permission to use their screenshots. I believe having familiar faces right behind us throughout TwitchCon created a very warm atmosphere.

After checking everything was all set for tomorrow, we all headed to The Official Unofficial Discord Pre-Party. That party was a blast! Hands-down the best pre-event party I’ve been too. One of our admins for the tester community joined us and we mostly reconnected with the streamers we had met at PAX West. I was a bit nervous as I didn’t know what to expect the next day. It was our first TwitchCon after all. Later on, we ran into some streamers who have supported Battle Royale game modes since the beginning and spent some time together. One thing you realize after attending a gaming convention is that you have to attend these events to actually feel the passion and dedication of the gaming community.

Twitchcon 2

Day 1

TwitchCon 2016 was our first time running a booth and our entire team was very excited to meet and welcome players from all over the world. The main floor was restricted to industry, partner and media badge holders until 2pm so it wasn’t too crazy. We had a plenty of time to explain our approach and development progress to partner streamers. Some of them were new to Battle Royale so we used the gameplay video we prepared to help them understand the core gameplay. We started giving out the 2nd alpha test key cards to anyone who walked into our booth. It was a unique experience for us to see so many faces light up when they were given the cards.

Later that day, we invited 22 fans and streamers for dinner and some drinks. There were guys who have supported PLAYERUNKNOWN from the start and who have played ARMA3 Battle Royale for years. There were some who knew PLAYERUNKNOWN from H1Z1’s Battle Royale mode. There was not a single moment of silence. From streaming know-how to how to grab more chicken dinners, different topics were discussed and it seemed like no one wanted the night to end.

Twitchcon 3

We went to the Hard Rock Hotel bar afterwards and met some more streamers. What was amazing to me was that I was being introduced to a new streamer by another streamer every 10 minutes. It felt like everyone was part of this big Twitch family and I was meeting the family members one by one. It was delightful experience! I got a warm welcome from every single one of them which is why I will never forget this year’s TwitchCon. We started talking about how we want to work with them for our next alpha test and the discussion almost always ended with a note about their community. They all had great interest in growing and nurturing their communities which has inspired us in many aspects.

Day 2

We were a little bit hungover from hanging out with so many streamers at the bar. But you know the protocol: a lot of coffee and some energy drinks. On Day 2, more people started coming in and it was more hectic than the first day. We saw the key cards flying off the shelves. We talked a lot about how we want to find the next PLAYERUNKNOWN by offering a modding platform where anyone will be able to download the kit and create their own mods. PLAYERUNKNOWN was a modder himself when he created the very first Battle Royale game mode in ARMA2. He wants all our players to have the opportunity and resources to create a mod that other people want to play. Many streamers were beyond stoked to hear this and started talking about their own Battle Royale ideas.

After handing out more than a thousand keys, it was time to close the booth and head to the TwitchCon party. Many of the friends we made the night before were already there. When T-pain started his set, the whole venue blew up. Afterwards we went to the Hard Rock Hotel bar again to meet more of our friends, both old and new, and it was a great place to end a great night!

Day 3

Although it was our 3rd day, we were not as exhausted as we thought we would be. We were getting so much positive energy from all the streamers and their support. We had to leave three hours early before the closing time due to our flight schedule. As soon as we started packing, we were already missing TwitchCon and we still do. There will never be an occasion like that again this year where we will meet the nicest, friendliest people on earth who can’t live a day without games. It was not only a fantastic opportunity to demonstrate our game and tell our story but also a perfect time to help us understand what kind of experience streamers want from our game.

Twitchcon 4

There were so many players and streamers who told us they couldn’t wait to play and livestream our game in November. We are blessed to have such a great community of streamers supporting our game. But that alone will not be enough. We have to make a great game that they will enjoy playing and streaming. There’s only about four weeks until the next alpha test so we better get back to work!

Finally, I want to give a big thank you to everyone who we got to meet at TwitchCon and those who supported us on Twitter. After getting some rest, we are now hard at work preparing for the next alpha test. I hope to see every single one of you in-game soon!



What is PUBG Pre Alpha Testing Report (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.


Greetings Everyone!

My name is Hyowon Yoo and I am the service manager for PLAYERUNKNOWN’S BATTLEGROUNDS. As some of you may already know, we conducted our very first external pre-alpha testing session last weekend.

It is very rare for developers to reveal the state of their games this early in development, and to be honest, we were a bit nervous ourselves, but we concluded that receiving feedback from our community as early as possible is much more important than our concerns about disclosing a build that was so early in production.

At the end of the day, we are all here to complete a well-made game, and we know for a fact that we won’t be able to do so without the help of our core community!

Out of the 1,100 invites that were sent, about 600 players actually logged into the game at least once, which is truly a stunning turnout and far exceeded our initial expectations!

Here’s an infographic that lays out some of the stats from our first pre-alpha tests.

Players who were involved in the tests have been very enthusiastic in giving us feedback, making suggestions and reporting bugs. I have included some of their feedback below so you can hear what they thought in their own words.

“Can I just say that for a “prototype build” the game really looks cool and I can see the potential in this! Of course there are bugs that’s logical. But devs, great work so far!” FrankNLD

“The game is hella fun so far this early on I’m already getting more enjoyment out of it as compared to Arma and H1Z1. It’s a nice middle ground of the two. Can’t wait until you guys improve on it.” Warriorr4

“I think they’re trying to take the best of Arma and H1 and putting them together for one awesome game.” iBillDaily

“Basically a very well ironed game at this point for being such an early stage.” 2brokegamers585

“I’m impressed with how the game is SOO smooth! I wish all pre-alpha games are like this.” mamaass

“Thanks again PLAYERUNKNOWN for giving me/us the opportunity to have a early look at this wonderful game in the making and also a big applause so far for the devs and everyone taking part in the development of BATTLEGROUNDS, was a blast and can’t wait to play again.” Simple

“Very bare bones, but also very solid. Game breaking glitches were few and far between, and the game was surprisingly playable.” Midge

We plan on holding another round of testing sessions in about a month’s time, so please stay tuned to our dev blog and Twitter for further announcements. We will also be adding more testers to the group, so if you didn’t get through this time you still have chance to join us in our next session!

Thank you again very much for the incredible amount of support you have shown us, and we’ll be back with more status updates soon!


What is PUBG Pre-alpha Tester Application Update (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



We have now sent out invitations to the applicants that qualified for our first test group. If you didn’t receive an email inviting you to our test group, please don’t be too salty as you will be first in line for our next round of testing.

For those of you that made it, thank you for applying, and please read the email you received before accepting the invitation!

Thank you all for your continuing support,


What is PUBG INVEN Game Conference talk with PLAYERUNKNOWN (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.


Introducing INVEN Game Conference(IGC) Speaker Brendan “PLAYERUNKNOWN” Greene.

Brendan Greene, now Creative Director for Bluehole Ginno Games, started his career in games as a mod maker for the Arma series. He created the Battle Royale mod, and has now successfully established it as a new genre in gaming. Currently he is working on PLAYERUNKNOWN’S BATTLEGROUNDS.

Battle Royale is a unique genre. To survive, players must loot for items throughout the map, all the while trying to figure out the next move of other players. Everyone starts with nothing, making it the best genre to experience this unique type of “survival” game.

Creative Director Brendan Greene is a successful figure in the Arma modding community, and is now developing and creating his own version of the Battle Royale game-mode in “PLAYERUNKNOWN’S BATTLEGROUNDS,” within this quickly expanding genre.

Lecture Theme: The Story of PLAYERUNKNOWN, From Mod Maker to Creative Director

Photographer, Graphic Designer and then Mod Developer – How he became a Mod Developer

Brendan’s career before becoming a mod maker was as a graphic designer and photographer. He majored in Fine Arts, but later moved on to design and event photography. Brendan doesn’t consider himself a true gamer as he doesn’t play a lot of games, but rather sticks to playing a few games he loves over a long period of time.


Brendan’s first experience of multiplayer gaming was on telnet playing MUDs (Multi User Dungeon) in college. He loved the ability to interact with other players, and while the basic idea of moving from place to place collecting items was a simple one, he enjoyed the difficulty and challenges of meeting and battling other players in a virtual world.


Brendan got his first view of mod development when he discovered Delta Force: Black Hawk Down, and he was impressed by how the game gave the player the ability to create their own maps, and game modes. One thing Brendan remembers the most about the game was the realistic ballistics and challenges this created, especially when he was playing as a sniper and trying to aim and hit players at distances over 1 km. This game left a lasting impression on him of the endless possibilities that modding can provide to a game.

Americas Army 2/3 was the game that influenced Brendan the most. When making mistakes, most games did not have a strong feeling of loss due to constant re-spawning, yet because Americas Army did not have a re-spawning system, he says he had to learn to be careful when playing each round.

Brendan fell into the Battle Royale genre about 5 years ago thanks to the DayZ mod on Arma 2. He first encountered this game while living in Brazil, and unlike other games, DayZ did not have a storyline or growth factor. All that mattered was surviving. This game helped Brendan realize he didn’t have to develop games that were like every other game.


Brendan officially started modding after meeting a player called Devilwalker during his time playing the DayZ mod while living in Brazil. With his support they created a custom DayZ mod server called DayZCherno+. The server was centered around PvP, and less about the survival aspects of the DayZ mod. They made it easier to find weapons, which created much more combat situation which their player base found more engaging and fun to play on.


DayZCherno+ was the first time Brendan experimented with level design, adding many new locations to the map. One of these was called The Arena, where 2 teams would face of in a custom build location. The popularity of the server gave Brendan the confidence to try his hand at creating his own mod.

After running the server for just under a year, Brendan decided to create his own mod based on the idea that players enjoyed a survival type PvP game. He found that players on the DayZCherno+ usually played for only 1–2 hours, and taking inspiration from the popular Survivor GameZ event in the DayZ mod and the film Battle Royale, he went on to create DayZ Battle Royale for Arma 2.

Battle Royale based in the DayZ mod for Arma 2, and why Arma is a great game for mod makers.


Brendan firmly believes that one of the most important factors in increasing game engagement was a strong background, and he created a teaser image for the mod he was working on with a short story to help give DayZ Battle Royale some lore. Brendan didn’t have much experience when it came to game programming, and even less about how modding worked within the Arma engine, and the first months of the mods development were quite hard for him. But over time, and with the help of the Arma modding community, he completed DayZ Battle Royale for Arma 2, and then moved onto bringing the mod into Arma 3, where PLAYERUNKNOWN’S Battle Royale was born.

“Arma 3 is still one of my favorite games. I also think they have the one of the best looking games. Because of the scale of their worlds and realistic simulation of weapons within the game, Arma 3 Battle Royale is still my favorite version of my game mode. But during the year and a half I spent creating the mod, I wasn’t earning much money, so I had to live with my parents, which was difficult (laughs).”

Moreover, in creating the Arma 3 mod, Brendan had confidence that this would be successful as both a game-mode and possible esport. While games like CS:GO are extremely successful as esports, he wanted to create a game-mode that tested players in situations that were different every time and relied on a players tactical knowledge, not just the speed of their reflexes.


He says that the greatest strength of Arma 3 is that there is a hugely passionate user community that continues to create new content for the game and also that he could quickly iterate on the Battle Royale idea and create new versions based on his original game-mode. He went on to create Street Fight and Battle Royale: WAR. His game-mode, Battle Royale: Ghost Hotel, secured him second place in the multiplayer game-mode section of Bohemia Interactive’s Make Arma Not War competition. In partnership with the Iron Front mod team, he also created a WW2 version called Iron Front: Battle Royale.


As the Battle Royale mod for Arma 3 grew in popularity, so did the development team. They took charge of creating new systems that helped give the mod depth and replayablity. For example, the development team created a match tracking system and ELO based ranking system which has led to highly competitive seasons and finals every 4 months. Brendan did not make much money from the Arma 3 mod, and to date still pays for server costs out of his own pocket, but he says that he is not concerned about monetary gain, but rather on just creating a good game.

Some time passed, and during the development streams of the new game H1Z1, he heard his game-mode mentioned by the development team. Soon after, he was contacted by the then CEO of Sony Online Entertainment, John Smedley, and shortly after he was flown to San Diego for talks to license his game-mode for use in their upcoming game. He says he will forever be grateful for the opportunity they gave him as it is not something that most mod makers will ever be offered.


H1Z1 and Arma 3 are very different from each other. While his Arma 3 game-mode focuses of extremely high realism and a large weapon set, H1Z1 is a simplified version of the Battle Royale game-mode. He says that while he loves what H1Z1 has done with the game-mode and the opportunities it has provided him; it is not what he envisioned for his own version of the game. This lead him to give the H1Z1 team complete control over how they went forward with his idea while he focused on creating his own game, PLAYERUNKNOWN’S BATTLEGROUNDS.

The Battle Royale genre was kickstarted due to the popularity of his game-mode within H1Z1. Brendan is quick to point out that the Battle Royale / last man standing type game-mode is not his creation, but rather he simply chose to create his own spin on it and it he feels lucky that it has become a huge success.

Over the next year, other games began to include a similar game-modes such as ARK: Survival of the Fittest and The Culling to name a few. He says that he is very happy to see the Battle Royale game type he first applied to a game grow this much.

From mod developer to Creative Director – How Brendan started working with Bluehole.

Four years after creating the Battle Royale mod, numerous game companies had contacted Brendan, yet no one really shared the same vision as him. This is when a producer from Bluehole emailed Brendan explaining how he had planned to create a Battle Royale type game for the past 10 years. The ideas this producer shared with Brendan via email were very similar to Brendan’s vision. They had a meeting, and after seeing the concept and ideas the team had, and Brendan decided to join Bluehole to make his game.


PLAYERUNKNOWN’S BATTLEGROUNDS is currently being developed and will include modding. Since Brendan started in game development with modding, he wants to allow other users to create their own mods. He has placed the main focus of the game in building a strong world with good gameplay mechanics. If mod development is made possible within a game, not only might many mods come from it, but he also believes it will lengthen the lifetime of the game. The talented artists that are part of the BATTLEGROUNDS team cannot be overlooked. Bluehole not only has excellent artists in-house, but also work with some of the best artists from around the world. They work with artists whose previous work includes the Call of Duty series, Deus Ex and Evolve.


As an example of how committed the team are to creating a realistic world, currently they are starting the process of creating new vegetation using the SpeedTree tool and he says that the artist responsible for creating these spent a week reading “The Trees of Crimea” in order to create the correct vegetation set for the island.

Overall, Brendan continues to aim for creating the most realistic world possible, but in order to add more fun to the game-play in BATTLEGROUNDS, they are adding elements that are more akin to pulp realism, for example bodies flying backwards when shot with larger caliber weapons. Adding such elements will make the game more visually appealing and fun to play.

“I lack professional experience in the game industry as I spent most of my career as a photographer and graphic designer. But due to my lack of knowledge about game engine technology and what is technically possible, it allows me to be free to use my imagination because I do not know much, and I am not limited by knowing what is actually possible, if that makes sense. This causes the engineering team to look at me like I am mad quite often when I make requests, but it has led to some great features being added to the game. This may sound like a cliché, but you have to dream big to make great games, so I want to encourage you all to keep following your dreams.”

Brendan is currently working at Bluehole as the Creative Director after being a photographer, graphic designer and mod developer. It could have been luck, but all this was possible because he had dreams he did not give up on, and with much effort, he did not fear breaking the rules. This is what made his dream possible. It will be interesting to see how the Battle Royale genre will grow with the addition of Bluehole’s “PLAYERUNKNOWN’S BATTLEGROUNDS.”


Q. Recently the biggest interest among mod developers is income. Please share with us your thoughts on this.

A: “When I first began modding, I didn’t do it to seek monetary gain, but rather to create something that players would enjoy. But creating a mod, and hosting servers does cost money and herein lies the problem. I could not have created such a great game-mode in Arma without the inclusion of the work of several great teams of content creators. Due to this, I refused to try monetize my servers. But Arma has taken steps to allow server owners to try recoup their costs, and I believe they are doing a good job in this regard. Ultimately though, any systems that allow modders to derive income from their work must protect the actual content creators whose work may be included in their mods.

We have not finalized how mods will work in BATTLEGROUNDS as of yet, but we do plan on making hosting these mods less of a burden on their creators by providing servers for free. I hope this will allow more mod developers to focus on creating great ideas and worry less about how they will keep servers online for their player base.”

Q. You mentioned various developers from around the world are working together. Please elaborate on how you make it work.

A: “We have about 10 developers that are working remotely with us from outside Korea. While this sometimes is a challenge, we live in a very interconnected world and frequent conference calls and emails help keep all of us on the same page. We have an excellent production director and we plan everything down to the smallest detail which goes a long way in ensuring everything runs smoothly. One of the perks would be that since we have developers in various part of the world we essentially have people working 24 hours a day (laughs).”

Q. What will you do to make your version of Battle Royale stand out?

A: “I get this question a lot. I have no plans on changing the basic Battle Royale game-mode as I believe it works well. BATTLEGROUNDS will however have a much more in-depth weapon and attachment system than previous versions, alongside several improvements to other systems from the Arma 3 mod. In order to create a good game, I feel simplicity is most important. While we will not change the basic Battle Royale characteristics, we will be adding the ability to level-up your character during each match by means of attachments and other systems.”

Q. You mentioned that your parents were not overly happy when they heard you were making a mod, that was not supporting you financially. How did you support yourself and how did you convince them?

A: “I paid for the Arma 3 mod servers, for the most part, with donations from players. When I returned home from Brazil I had no full-time job, so I was on social welfare for some time. I had some conflicts living with my parents in the beginning, but I think they realized I would finally start to make some money after I was first contacted by SOE, and when I was mentioned in Fortune magazine last year, they really started to believe in me. But before that, it was hard. I told them it was something I believed in, but understandably they had their doubts. But I continued, and after I was contacted by SOE, I gained their absolute confidence.”

Q. You said it was important to create a strong map. Please describe the feel you are aiming for.

A: “One of the most difficult aspects of open world game development is creating an authentic feeling world. Arma spend a lot of effort when designing their worlds, going to the actual regions to record sounds and videos of the real world location. But due to the scale of our project, this is not something we have the ability to do. When creating a world like this, you need to have a thorough understanding of the history of the location as well as trying to tell the story of what life was like there. For our island I spend quite some time writing up a thorough explanation as to how life progressed over hundreds of years. Doing this gives the art and design team a great base to work from and ultimately makes their job much easier when creating unique locations throughout the map.

BATTLEGROUNDS is based on a Crimean island that was abandoned in the 1980s. Our lore tells of how it was occupied by Soviet forces from the 1950’s onwards, that a resistance of locals formed to reclaim the island from them which eventually lead to an event which caused the island to be abandoned. Luckily we are working with 2 Russian artists, and they provide us with great feedback on how the island and environment should look.”

What is PUBG Character Customization (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.


Character Customization


This week Jordi Rovira from Anticto talks with us about Mutable, the character customization middleware we are using in the game.

Hi all,

This post will talk about the character customization system in BATTLEGROUNDS. Characters are always a key element of any online game and also one of the most challenging systems for the artists and developers. These are some the requirements we had when designing the system for BATTLEGROUNDS:

Character quality must by high;Character variation must be high. Part of it happens in the player screen, and part of it happens in game, when the player equips items;Characters have to render very efficiently because the game frame-rate must always be high;Characters have to use as little resources as possible, because we want many of them;The system must be able to grow with the game after release.To implement the system in Unreal Engine we used Mutable, a middleware for character customization that we have developed at Anticto during the past few years using our experience in other online games. The middleware has been used in some small games, but nothing as challenging as BATTLEGROUNDS so we had work ahead!

We created a new tool inside the Unreal Engine editor so that artists could use diagrams to define the structure of characters in the game. This is how it looks like for a very basic naked body of a character.


The artists can create as many character parameters as they like. Some of them will be directly controlled by players when creating their own avatar, and others will get controlled by the game, based on player equipment.


The parameters can be connected to different effects, like color effects to change the skin. These effects include most of Photoshop-like image layer effects, several 3D mesh composition, morphing, etc. The good point is that artists can add any number of these effects without programming intervention.

The character can have any number of accessories and these can be created in separate diagrams inside the editor, for scalability. These accessories can range from clothing, to hair styles. Each accessory can offer its own variations for further customization


All the accessories are finally combined in the game ready character in real-time.


This combination is not always trivial, since some character items interact with other. For instance if you wear a hat, you don’t want your cool hair sticking out of it. The system provides the artists with some tools to control this:


Additionally some fine detail modification is needed depending on the layering of the accessories:

Clothing combo 3

Overall, the system provides many building blocks, and it is up to the artist to decide how to use them to achieve different effects. We are working to provide more effects soon, so that the options for players grow in each game update.

One of the coolest effects we are developing are the projectors. These will let players apply tattoos to different body parts, or even logos on clothing accessories.


Keep an eye on your character options after every update to find what is available! j.

What is PUBG Characters (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



Today, we would like to share our process of character development, from concept to finished in-game model.

First off, here is a short video with the two artists responsible for our character art, Taehyun our concept artist, and Cedric our lead character artist.

As with most art production processes, we start with various concepts based off the initial ideas I provided. Taehyun would come up with various basic concept compositions you can see below, which then gets reviewed by the team as to which of his concepts will be taken forward.

Once a character design is chosen, Taehyun then moves onto creating the final concept art.

The final concepts are then broken down into a reference sheet in preparation for the character artist to begin creating the 3D model for the game.

Once Cedric, our lead character artist, receives the reference sheets, he starts work on the hi-poly 3D sculpt of the character. This process will take approximately 3 weeks, with the work receiving regular feedback from our lead artist, and Art Director.

Once the team is happy with the end result, a low-poly version is created in preparation for insertion into the game-world.

The model is then given physically-based rendering (PBR) textures, and the end result can be seen below.

That is all for this post. See you next time!


What is PUBG Call For Testers Update (Dev Log)?

The following is an official dev log from the BATTLEGROUNDS website.



Thank you all for your applications! We were positively overwhelmed by the response we have received thus far. We are currently busy sorting through the responses we have received and will be getting in contact with those that made it over the coming weeks. If you don’t hear from us in this time, don’t worry as our initial test group is quite small, but we will be increasing it’s size over the coming months.

Next up on the dev blog will be an in-depth look at our character creation process. From concept to in-game models we will be showing you what goes into creating a game character, along with an interview with the lead character artist, so stay tuned!