· Dev diary
Art direction and production update
Scars of Honor presents this showcase as a development update focused on systems and production progress. The studio describes a recent team expansion and introduces Rasmus Hansen as art director, with a stated goal of raising visual quality while keeping the project open to iteration rather than treating its current state as final.
Art direction goals
The art direction is described as moving toward a more unified and modern visual style. Character reworks are identified as a major part of that effort, alongside alignment between characters and environments so that the game reads more clearly in play.
The stated philosophy emphasizes visual hierarchy, readability, and combat clarity. This includes improving effects work so combat actions are easier to understand and more visually distinct.
Environment production workflow
The environment team is described as building reusable dressing sets or kits that can be combined across multiple kinds of content. An undead-themed set is shown as one example, but the same approach is intended for capitals, villages, housing spaces, and dungeons.
This modular kit-based workflow is presented as a way to increase content production speed. By mixing cave, crypt, and other environment kits, the team expects to build a wider variety of spaces without treating each dungeon or area as a fully bespoke asset effort.
Placeholder assets and iteration
The showcase repeatedly states that the visuals shown are not final. Some environment elements, including rocks, are identified as placeholders, and lighting is described as incomplete.
The team characterizes the current work as a solid foundation that will continue to be revisited and improved. Older assets are said to be challenged and updated rather than left untouched once created.
Performance targets
Visual improvement is paired with a stated requirement for strong performance. The open world is said to be advancing, but the intended result is not only attractive scenery; it is also meant to remain playable on lower-end hardware and mobile devices.
Platform production pipeline
The mobile version is described as being developed by a dedicated team that follows the PC client rather than replacing it as the main production target. The studio states that PC remains the primary platform and that mobile work is not intended to slow core PC development.
The long-term production goal is to establish a pipeline where features can be built for multiple platforms in parallel once the process is mature enough. If simultaneous release across platforms is not possible, the PC version is said to take priority.
Source
- Recording:
Scars Of Honor Showcase June 2025 | Scars of Honor - YouTube: Watch on YouTube
- Published: Friday, June 20, 2025 at 5:20 PM UTC
