Hawken Design Goals

By: Derek Yu

On: June 2nd, 2011

Khang Le, the lead artist on the upcoming multiplayer mech combat game Hawken, shares some thoughts on its art direction and overall design.

Videos after the jump:

Part I:

Part II:

  • AGuy

    you have the trailers backwards

    this game looks rad, pretty interesting stuff

  • http://twitter.com/samuraidan Dan MacDonald

    +10 for great creative direction and pretty amazing looking content for 6 guys and 3 interns.

  • Kicks

    Super dope!
    I'm not that big into fps's but, dang this game makes me wanna play them!

    I'm glad they decided to stick to a competitive mode. Really, that's the lifeblood of games like this anyway and lead to/require much stronger design.

  • Luke Toomey

    If they're allowing for experience-based mecha customisation, I REALLY hope they'll also allow for multiple saved loadouts; taking one of Le's examples, a heavy mech customised for territory holding might get completely shat on in a straight deathmatch, and likewise, a carefully-balanced midweight designed for free-for-all play might be tactically limiting in a teamplay scenario.