Our biggest Shadowrun game to date. Now a STANDALONE title.
Mitch here. Is it mid-May already? Time flies when you’re making games. I just pulled my nose out of the project long enough to give you a quick update on our progress.
Shadowrun: Hong Kong is on track for an important milestone at the end of this month: Feature Complete! That’s when the code for all our new features is working in the game. There will still be a little placeholder art remaining for some of the new interfaces we’ve added, but the underlying code works like it’s supposed to and everything will be in the hands of the artists and the designers after that. For the engineers, it’s all bug fixes, tweaks, and polish for the rest of the project!
On a different front, we’re pretty excited because as of today, Shadowrun: Hong Kong has its very own Steam page, complete with our first set of screenshots and a teaser trailer!
Take a look:
When you go to the new Steam page, you’ll see that the Deluxe Version of Shadowrun: Hong Kong is now available for pre-order at $19.99. (It’ll go for $29.99 once the game launches). The Deluxe Version comes with the original soundtrack and The Art of Shadowrun: Hong Kong PDF. Tell your friends who missed out on our Kickstarter campaign!
And, for our 3-year anniversary, we’re also offering Shadowrun Returns and Shadowrun: Dragonfall – Director’s Cut at blowout prices – $2.99 and $4.50!!! This is a great weekend for new people to see what all the fuss has been about.
We’d really appreciate it if you’d help us spread the word. Here’s a supercool banner to pop into your favorite social media feed.
Have a great holiday weekend, y’all!!!
We have another Peek Behind the Curtain: Portraits-style for you today but first a couple reward updates…
Digital Rewards for Late Comers - If you answered your BackerKit survey BEFORE this Tuesday (5/12), the following DIGITAL rewards can now be found in your BackerKit account depending on the level at which you backed the game. You can get to your account with this link: https://shadowrun-hong-kong.backerkit.com.
- SRR/DFDC Soundtracks
- Out of Print Sourcebooks
- Shadowrun 5th Ed. Digital Tools Box
- SRR/DFDC keys
If you have NOT answered your BackerKit survey (there’s over 900 of you still out there!), we are unable to deliver your rewards until you do. If that’s you, please go to https://shadowrun-hong-kong.backerkit.com where you’ll enter your Kickstarter email address and follow the rest of the instructions. Digital rewards will be distributed again sometime in the next few weeks.
New Improved Soundtrack Files! - We heard that a number of Backers were interested in better quality soundtracks. Since our Producer, Chris, is a “music guy”, he completely understood where you were coming from and figured out how to make that happen. You will now find new, 320kbps soundtrack files packaged into 4 zip files (3 for Shadowrun Returns and 1 for Shadowrun: Dragonfall) in your BackerKit account.
And finally, we want to thank you very much for the Bagels we had yesterday! They were delicious!
Now, here’s your Peek Behind the Curtain: Portraits-style!
Hey everyone! I’m Joel – the Lead Character Concept Artist and Portrait artist for Shadowrun: Hong Kong. I’m here to show you guys a little behind the scenes on our process for getting a portrait into the game.
It all starts with our lovely Backers! Many of you gave us information and insight into what your perfect Shadowrun: Hong Kong character would look like as well as a photo of yourself (or someone you chose) to use as a base for the portrait. I take that base photo and create a sketch using it as inspiration, along with the details you provide like Elf Rigger or Dwarf Mage. Here’s an example of that:
Now this is Shadowrun: Hong Kong, not Berlin or Seattle, so there needs to be a distinct look for that. One of the things we want to show is that Hong Kong has a more sleek tech feel. Having said that, my designs for the tech and clothing take a bit from high fashion ideas for post apocalyptic worlds with some of those awesome glowing technology and, of course, current day cyberpunk ideas of Shadowrun.
After the initial sketch is done, we take it to a color pass. This is the quick but really fun process of blocking in the base colors. I also need to decide what kind of background this character should be in. A lot of our visuals utilize bright rim lighting by colorful neon signs that futureShadowrun Hong Kong would feature. Here’s an example of taking that backer to the next level:
Alright, so he’s looking pretty cool now, but we need to take it that last step so we send it off to our painter who will take the image and render it to the final game-ready quality our previous portrait art team established in Shadowrun: Dragonfall. Its pretty exciting to see! It’s a long process but totally worth it when we see these guys (and by that I mean you guys) start showing up in the game. So here is the final result!
Hope you enjoyed this little peek behind the curtain! I’m off to go get some more of you into the shadows, see you soon Chummers!
Hey hey! Mitch here.
The team is tearing it up on Shadowrun: Hong Kong! Lot’s of great stuff getting into the game in all departments and we have strong momentum. Just what you love to see in game development.
In the last update, I mentioned that our new animator, Jakob, was upgrading some old animations in order to get his feet wet before busting out new stuff. Today, he’s gonna share some of that new stuff!
Hello! My name is Jakob and I’m the new animator on the Shadowrun team. I’m extremely excited to be working on Shadowrun and, hopefully, you’ll see that passion spill over into the game. I’ll be creating an extra level of immersion through animation with small things like ambient animations for NPCs in the background as well as designing new animations for the super awesome skills that have been added to Shadowrun: Hong Kong. One thing I really want to tell you about, though, is my favorite character you’ll be running with in Hong Kong - Gaichu!
Gaichu is a samurai and one of the ways we can show this is through his movements. To help catch the nuances of his traditional samurai technique, I looked at a lot of older samurai films such as The Seven Samurai. However, Gaichu’s also a ghoul and, typically, ghouls are deteriorating and don’t have complete control over their muscles. This leads to the very unique way Gaichu moves about the world, how he swings his katana and how he deals with his opponents.
This is why Gaichu is getting a whole suite of animations where you’ll be able to see the fusion between his ghoul deterioration and his samurai training. Everything he does is his own, and no one else has the same exact animation due to his unique situation. This, in turn, makes him standout an incredible amount compared to other people you’ve met in our previous Shadowrun games.
As you can see, Gaichu can utilize either side of his ghoul-samurai duality. He has an assortment of ghoul based attacks, as well as a number of new samurai-katana based attacks.
But that’s not all!
Gaichu is just one of the many characters who will get unique animations. Not all characters get full new suites of animation like Gaichu, but, oh boy, there’s a lot of new stuff coming. Almost all of the existing animations are getting pushed farther to be more appealing, and all of the unique skills your team members and you acquire will have their own animation sets. The goal is to make you and every other character you come across somewhat varied in some form or fashion. I want to try and capture the diverse universe that is Shadowrun, and a great way to do that, is body language.
Overall, I’m so excited to be working on a game that everyone on the team and all of the fans are so passionate about! It’s great to be surrounded by people constantly pushing to bigger and better heights, and to have such a dedicated community at our back.
That’s all from me!