Apex dev shows the design process of Lava Siphon

Along with the introduction of Seer, one of the biggest changes Apex Legends done with Season 10 was the complete dismantling of Sorting Factory, one of the most popular points of interest on World’s Edge, and the introduction of Lava Siphon in its place. Gone are the single story buildings and train station that previously occupied the space south of World’s Edge, replaced by lava hazards, gondolas, and several multi-level interior spaces with plenty of new combat opportunities.

And if you’ve ever wondered how game developers go about crafting such a big change like this, Respawn’s next-level designer Garret Metcalf has a thread for you.

In the thread, we cover part of the process of blocking the new POI, as well as Metcalf’s thought process behind why some changes were made and others not. Interestingly, there was originally no connection to the central Lava Siphon tram station outside of the gondolas in an attempt to entice people to use the fast-moving hanging carts. This idea was scrapped in favor of giving players more ways to move around the huge central area. Other big changes include the area at the bottom of the control room, which connects to the rail tunnel behind the POI. The cavernous room we all know and fight through now was much narrower, with more individual rooms cutting lines of sight.

The texture-less block view gives a very clear look at how the designers envision combat and spins throughout the POI, and it’s fun to see what ideas come to fruition before you add all the bells and whistles. so that the card is beautiful. Changes as simple as adding roofs to some gateways completely change the game experience, as some routes to and from streetcar stations are now much more secure from the threat of enemies on the heights than they are. ‘they would not have been originally. The interior parts of the POI also underwent major facelifts before a final design was finalized.

All in all, this is a very interesting look at the design process and how many small decisions it takes to create a massive playing area. With new maps and modes on the horizon, we’re hoping to see developers raising the curtain more often on their designs and how they’re changing the game we play.



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Billie M. Secrist

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