· Art & world
Art overhaul, undead concepts, and world visual direction
The update presents a broad visual overhaul for Scars of Honor, covering character rendering, armor presentation, environmental lighting, weather, and faction-specific worldbuilding. The art direction is framed as a major reassessment rather than a minor polish pass.
A recurring theme is the attempt to establish a distinct visual identity for the game rather than relying on a generic "stylized" look. The team describes this as a deliberate effort to make the game's art immediately recognizable as Scars of Honor.
Character and armor rendering
The character pipeline is described as being rebuilt to avoid flat, texture-only armor that reads like painted clothing. The revised approach aims to make equipment appear more physically layered and metallic while remaining performant on both PC and mobile.
Armor is shown with stronger material definition, including visible reflectivity on metal surfaces. The new system is said to support modular equipment while staying close to concept-art quality.
The update also stresses visual progression as a core MMORPG requirement. Equipment changes are intended to be visible and meaningful, so that upgrades such as weapons, helmets, gloves, and boots alter the character's appearance in a noticeable way.
Undead visual identity
Several concepts focus on the undead faction, especially the Vas nobility and architecture. The undead are not presented as mindless zombies, but as a refined and culturally sophisticated society that preserves artistic and aristocratic traditions from before undeath.
Their clothing and presentation emphasize elegance, status, and cultivated taste. Some of the clothing concepts are described as potentially feasible for player-wearable modular gear under the new character technology.
Undead architecture follows the same theme. Inns and civic spaces are shown as spacious, luminous, and luxurious, with terraces and carefully composed interiors. This is contrasted with a second side of undead society: industrial and scientific development.
Undead industry and siege technology
The undead are described as more scientifically advanced than humans, having replaced faith with a stronger emphasis on knowledge and technical progress. Their industrial spaces use brass pipes, valves, and steam-like machinery rather than rough, improvised war industry.
This technological identity extends to warfare. Undead siege engines are shown as gunpowder-oriented machines, including a large cannon design. The faction is characterized as technologically advanced even if it does not rely on the same strengths as humanity.
Zone concepts and contested regions
A concept for Onal's Fall is presented as a central contested region on Iron Garf. It is described as a formerly prosperous area of fields, ports, and settlements that has been devastated by prolonged war between the factions.
The region now consists of trenches, siege damage, ruined settlements, and destroyed fortifications. It lies near Onal's Gate, described as humanity's last wall and bastion in that direction. The contrast between safer, more beautiful lands and the devastation beyond the gate is presented as an intended player experience.
Weather, lighting, and environmental atmosphere
The in-game demonstration shows dynamic weather and atmospheric effects, including snow, rain, storms, fog, and nighttime lighting. The continent is said to be divided into regions that can support different weather states.
Lighting is treated as an important part of immersion. Torches, moonlight, fog, and distance haze are used to reinforce scale and mood. The update also points to practical implications for exploration, such as the possibility of relying on local light sources to navigate darker spaces.
World scale and vistas
The live world view from a mountain peak is used to emphasize the scale of the continent. The Graell Highlands, the Gulf of Vas, and the undead starting region are referenced from that vantage point. The presentation stresses that this is only one continent and that the visible world is still in an unfinished state.
The intended effect is a large, traversable open world with strong environmental contrast between regions and factions.
Race-specific character selection scenes
The character selection screen is shown in a new form, with race-specific 3D scenes rather than static backdrops. Human and undead examples are presented.
These scenes use the same dynamic environmental approach as the world itself, including moving clouds and lighting. The undead version in particular is used to highlight moonlit architecture and reflective armor materials.
Source
- Recording:
Live Gameplay, Game Expo, Undead Concepts | Scars of Honor Development Update - September 2024 - YouTube: Watch on YouTube
- Published: Thursday, September 5, 2024 at 10:18 PM UTC
