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Art direction, armor presentation, and visual polish targets

The recording includes extensive discussion of Scars of Honor's current visual state, especially armor presentation and areas of the environment that still require improvement. The build shown is repeatedly identified as a development build rather than a polished release candidate.

Environment polish targets

Several visual issues are identified directly as known shortcomings. These include environment textures, lighting, skybox quality, and color saturation. The current look of some zones is described as below the intended standard, with art revisions planned.

Spell effects are also said to need better intensity control. The goal is to avoid every ability having the same visual weight, reserving the most dramatic effects for standout or ultimate-style abilities.

Armor design philosophy

Armor is presented as a major part of the game's visual identity. The recording stresses a preference for modeled armor pieces rather than older MMO-style solutions where many items are primarily texture swaps.

This approach is tied to the broader idea of visual progression: gear should look distinct and should visibly communicate advancement. Multiple armor variants for classes such as Mage, Paladin, Ranger, and Druid are shown as examples of this direction.

Class armor examples

Several themed armor sets are highlighted:

  • Mage sets with fire, frost, cosmic, and lighter mystical looks
  • Paladin heavy armor sets, including darker and more regal variants
  • Ranger sets with lighter, stealth-oriented silhouettes
  • Druid sets including brighter and more colorful variants

Some shown assets are described as already implemented in game, while others are still work in progress. The recording explicitly warns that not all showcased visuals are final.

Weapons and class identity

Weapon presentation is discussed as part of class fantasy. The Paladin is specifically associated with a large hammer as an iconic weapon choice. Concept art and in-game weapon models are compared to show how the final asset direction is being translated into the playable build.

NPC and creature visuals

A necromancer-themed enemy NPC is shown, but it is clarified that this is not a playable Necromancer class reveal. It is presented only as an enemy visual example.

Small visual corrections

Some issues are identified at a more technical level, such as the Ranger quiver being positioned on the wrong side and shader or texture problems appearing on certain character features. These are described as straightforward fixes rather than design overhauls.

Overall, the art discussion presents the current build as functional but visibly unfinished, with armor quality and class silhouettes already closer to the intended final direction than the surrounding environmental polish.

Source

  • Recording: Scars OF Honor - First PLAYTEST Date Review | Final Stance on Bag Space | Playtest Discussion
  • YouTube: Watch on YouTube
  • Published: Sunday, March 8, 2026 at 9:00 PM UTC

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