Thanks for joining us! Could you please tell us what Wildgate is all about?
Grant Mark, Technical Director: Thanks for having us! Of course. Wildgate is a PvP adventure game where players work together to crew a starship, explore alien ruins, find powerful artifacts and experimental technology, and battle other player crews in a universe of endless adventure.
What were your biggest influences when crafting Wildgate’s universe, both from a narrative and an aesthetic perspective?
Rick Gilliland, Technical Art Director: We wanted to find our own little unique corner of sci-fi. We were inspired by the great classics in that space like Star Wars and Star Trek. We also wanted to pull in the charm and fun of cultural touchstones like Saturday morning cartoons and Jim Henson’s various creations.
We wanted The Reach to feel wondrous and challenging all at once, so we looked at a lot of powerful natural phenomena like thunderstorms and huge waves. We wanted you to feel like you were in space, but not space like you’ve ever seen it, so that involved drawing from a lot of non-space reference images, like cloud tanks, esoteric animals, and microscope images.
For characters, we set out to create a range of characters that would let us tell a variety of stories. Because we wanted The Reach to feel intimidating, it was important that characters had a sense of vulnerability. Like a player jumping into a new game, we wanted the characters to feel simultaneously ill-prepared and ready for anything.
The spaceships were actually heavily influenced by hot rods. We liked how these powerful machines had a lot of individuality and room for expression. We wanted each ship to have a unique personality, feel like it was one-of-kind, and let players express themselves with them as we add more ships and more customization.
In the end, we want everything to be in support of the gameplay players are experiencing. Wildgate is chaotic, challenging, and playful. We try to weave those feelings into everything we create.
As the debut project for Moonshot Games, what would you say were your core goals for Wildgate as a studio?
GM: I’ll tackle this from two perspectives: as a player and as a developer.
As a player, we wanted Wildgate to be a source of player stories, where players always walked away from a game session with a tale of some cool thing that had happened to them or some cunning plan they’d tried successfully or otherwise. The unpredictable interactions with other human players is one of the key joys of PvP multiplayer. We’re science fiction fans at Moonshot and wanted to make a space combat sandbox for these stories to unfold in.
As a developer and as a studio, it was important that whatever game we picked, it was something that everyone in the studio felt they could easily contribute to creatively. In a sandbox like Wildgate, it’s easy for anyone on the team to have a half-baked-but-exciting idea about a ship upgrade, a player or ship weapon, a piece of equipment, etc., and for us to prototype it quickly. The Wildgate you see today is very much a sum of Moonshot’s team as a whole.
In Wildgate, players are encouraged to outgun or outrun their opponents to achieve victory. How does this play out in the gameplay?
GM: There are two ways to win a game of Wildgate: capture the Artifact and take it through the Wildgate, or be the last ship left standing . . . flying? The last ship remaining. While players enter The Reach with a degree of autonomy over their own loadout—their hero, their equipment, their weapons, their ship—once they’re in The Reach, a crew has to make their own luck in terms of which ship upgrades they find, which encounters with other crews they take or avoid, which information they gather with their probes, and so on.
Players will constantly be making choices about what their crew should be doing in the moment relative to the evolving state of the match: Do they complete one more point of interest for better ship upgrades? Do they gather more fuel and more ice so they’re prepared for ship combat? Does that enemy ship over there really need that laser ram, or would it look so much better on our own ship?
There’s a high degree of asymmetry in play among the crews in a match, and that gives players a lot of room for creativity in how they approach their time in The Reach.
What can you tell us about the ships in the game and how players will consistently need to maintain them while looking to sabotage other players’ ships?
GM: The ships in Wildgate are where our prospectors spend most of their time, even when they’re not exploring The Reach in search of ancient artifacts. These are not the clean-lined space yachts used for leisure cruises between worlds or the sleek star fighters of the Accord Navy. These are well-loved, ramshackle machines that are regularly exposed to the weirdest part of space ever navigated by sentient beings.
As a player, it’s reasonable to expect your ship will be on fire and leaking oxygen more often than not. The windows and doors will break, causing the oxygen levels to drop. Fires will spontaneously burst out and spread throughout the interior. Both of these are things the players will need to address with their trusty Multitool. There are many ways a ship can be damaged and—in the case of direct impacts to the hull and fires—that damage translates to reactor damage.
Each ship has a fixed amount of reactor damage it can take before it’ll explode. Players can apply reactor coolant—a resource mined from ice asteroids in The Reach—to restore damage that their reactor has taken, so this is something they need to be vigilant about. While individual players can always respawn on their own ship if they meet their end, once their ship is destroyed, that’s it!
What can you tell us about the game’s arsenal of weapons, gadgets, and traps, and how did UE5 help you develop them?
RG: Blueprint unlocks a lot of creativity here. Not only are our designers able to get new ideas into the game quickly, but almost any member of the team can jump in and make a pitch, too. At various phases of development, we would have hackathon weeks where people could explore ideas they thought would be good for the game.
We have a couple of great examples of that. The Laser Ram, a piece of equipment you strap to your ship to go carve into other ships like a saw, was prototyped during one of those sessions. The Void Turbine, a spaceship engine that players can grab on to to propel themselves through space is another that was built in a similar way. These sorts of prototypes find their way into internal playtests quite often, and that’s an important part of the process of finding the fun.
Wildgate is at its best when players are finding joyous and creative ways to combine the gadgets they find. The game is very much a sandbox experience, and in Unreal, if you’ve built your game right, it can be very easy to bolt together components in a sandbox way to experiment and find the fun. Then, as ideas become more solidified, encapsulating functionality into components and pulling them into C++ helps keep everything running smoothly.
Which Unreal Engine 5 features have stood out to you most during development?
RG: Nanite is a truly impressive technology. At first we were skeptical. Our art style doesn’t demand ultra-high resolution static meshes like those shown in the Nanite demos. Once we started switching meshes over though, we were amazed by the results.
Switching to Nanite made it so we could draw shadows on distant meshes, and even better, our shadow-rendering costs went down. The Nanite fallback meshes are great approximations for collision, so we needed to worry less about various LOD presets, or fiddling with custom collision meshes.
Then once we started leaning into the Nanite workflow, we stopped needing to retopologize static meshes or debug bake artifacts. We were able to move much faster and focus on the fun and creative part of making art for Wildgate.
Could you please provide a little more detail on how you tweaked UE’s source?
RG: I think most of our engineering team has a background in custom engines. The team is very used to being able to get down to the nuts and bolts of something, know exactly how it works, and create code and content that gets every last drop of performance we can. Having access to Unreal’s source made us feel at home in that respect.
We made a lot of custom extensions. We created custom types that worked with Blueprint Operators. We created AnimNotifies that let us pass extra parameters to Niagara systems we triggered in Animations. We built out custom AnimNodes that helped bring characters to life, and we did things like create wrappers around FDeferredDecalProxy to allow us to spawn decals on moving spaceships without creating performance problems.
Epic’s Developer Community answers and examples gave us the template of how to make these things in a way that kept things smooth through every engine upgrade from where we started in 4.23 to launching the game with 5.5.
How does working in Unreal Engine help foster a cohesive and collaborative workflow between engineering and departments like art, design, audio etc?
RG: Unreal’s workflows have a nice balance of having well-defined handoffs and letting people jump in and learn how to augment things themselves. We have engineers who have made Niagara Systems for artists to later fill in, or VFX artists who carefully set up their User Parameters, so that designers using the Niagara Systems can easily customize them to their specific use.
What advice would you give to other studios building systems-rich games like Wildgate?
GM: For us, playtesting often has been fundamental to making Wildgate the game that it is. We take what we like to call the “crawl, walk, run” approach when we’re building most things, and that is especially true when we’re toying with an idea for a new ship or prospector or even something as seemingly simple as a hardpoint device. Take a rough stab and get it into a playtest as quickly as possible, see how it pans out. This has worked well for many things from gameplay ideas to UI layouts to performance optimizations. We make sure that playtest feedback is discussed in the open as well; it helps with contextualizing and seeing what does or doesn’t align with the direction we’d intended a feature or mechanic to go.
We built our toolchain from the start with playtesting in mind, because we knew that it would be a fundamental part of our development lifecycle and studio culture. In fact, we had a build-distribution-and-playtesting tool ready before we’d even gotten our first multiplayer build of Wildgate up and running!