Stellar Blade: how a Hollywood monster designer and clay models shaped the terrifying Naytiba

Mixing style, action, and fearsome monsters is a familiar formula for success in action games. However, with its first PlayStation title, Stellar Blade, developer Shift Up is adding a lot of unique flair to the equation. A large point of this distinction comes from its creature design, which quickly became a focal element of the upcoming action-adventure experience.

Stellar Blade incorporates many assets in the creation of its race of behemoths called the Naytiba. These resources include real-life animal research, 3D clay models, and the assistance of famous Korean movie monster designer, Hee-Cheol Jang, who originally came on board as consultant, but ultimately became more involved on the actual design and production of the Naytiba.

We sat down with the studio and monster designer to find out what makes the Naytiba unique, delving into many of their variations, such as the Raven, Stalker, and Gigas to understand the process behind creating a new face of horror in gaming.


Stellar Blade: how a Hollywood monster designer and clay models shaped the terrifying Naytiba

The birth of the Naytiba

PlayStation Blog: Hee-Cheol Jang, how did you get involved with Shift Up and Stellar Blade? Was it your creature designs from The Host and Okja that got the conversation moving?

Jang: I remember visiting the studio one day after being contacted by Mr. Kim [Kim Hyung Tae, Stellar Blade director] and being surprised to see a workshop full of models and drawings. I think he made the offer after seeing my experience in creating clay models – scannable maquettes – for communication and 3D scanning during the design process of [movies] ‘The Host’ and ‘Okja’. At the time, the film industry was moving towards digital models using ZBrush for efficiency reasons, so I was shocked by the idea of using traditional modeling/3D scanning for creature creation for a new console game project.

How did Shift Up decide on what kind of enemy types Eve would face?

Director, Hyung Tae Kim: What Eve encounters is an unknown entity powerful enough to destroy humanity. We deliberately tried to design them to be eerie and unnerving, with missing eyes and faces stuck in the wrong places, which ties in with the content of the game.

The Naytiba have a terrifying, cosmic horror feeling to them. Why choose that direction instead of a more grounded approach?

Kim: Since these creatures never existed, they didn’t need to be realistic. We actually wanted them to look like different species or race. However, if you look closely, there are a number of designs that seem to be related to existing life on Earth, and I think you’ll see why when you play the game.

Hee-Cheol Jang, was your process for creature design different for a game, vs a film? For example, in a game players have to interact with your creature in a variety of ways, so does that mean you have to consider additional complexities when designing?

Jang: In most games, creatures are often targets for real-time combat, so it’s important to be able to match the sum of their motions and design. Other than that, there are some cosmetic differences between live-action and non-photorealistic mediums, but they seem to be converging in recent years.

Were there any designs that worked great on paper, or perhaps may have even worked in film, but for whatever reason didn’t translate to gameplay?


Jang: In a film, you can experience and understand the creatures over the course of the runtime. In games, we’re often forced to interact with a large number of creatures repeatedly in a relatively short amount of time, which is not always well thought out. For example, I personally have a habit of throwing in before/after twist gimmicks, which are often unnecessarily complicated or prolonged, making them inappropriate for resource creation or play.

Are there any personal fears that the team tapped into when bringing the Naytiba to life?

Kim: I think for me, it’s the human element. Something that’s human but different, that’s more terrifying than just an ugly lump.

Clay-made creatures

What positives come from sculpting the Naytiba designs out of clay before bringing them into the digital world?

Concept Art Lead, ChangMin Lee: Ease of communication for multi-team coordination – and gravity. In the digital world, you can’t really feel gravity, but if you are working with a physical sculpture you will be affected by it because the weight of the clay is real. This is important in determining the shapes and proportions of the creatures.

For example, if you make a head that is too big for the body it can actually cause the clay to crack or fall off. I think having these limits in place helps me design creatures that feel more realistic and grounded.

How long does it typically take to settle on a design? Can you go into detail about the review and refinement process?

Lee: Rough designs can be finalized in as little as a week or two. After that, it takes about two to three months to mold, and during those two to three months there are numerous reviews and revisions. During the discussion process with the other teams, specific body proportions, length attack methods, and necessary elements of other attack and defense are discussed and agreed upon. Also, revisions according to the direction (received from Mr. Kim)  are made by seeing and touching the actual sculpt.

Despite their fictional origins, do you consider the muscle and skeleton composition, as well as skin texture of each Naytiba during this stage of its creation?

Lee: Absolutely. The muscles and skeleton in particular are based on real-life creatures. Skin textures are also heavily referenced. For example, the skin textures of reptiles, insects, crustaceans, mollusks, and so on, are mostly referenced. In the case of Gigas, the muscular and skeletal characteristics of gorillas are heavily referenced. The big shapes and concepts are fictional creatures, but without real-life references, they’re merely fiction.

Does the proposed movement of the Naytiba come into discussion and inform the clay model process, or is that fine-tuned once the mode is scanned into the game?

Lee: Things are discussed and adjustments are made in both ways mentioned. During the clay model process, all the teams, especially the animation team, get together and discuss. We talk about things like: “Do this design and these proportions make movements possible?” “How do we make the attacks look cool?”

After scanning, I usually talk a lot with the 3D model team. We discuss practical and efficiency issues, such as which details to keep, and whether there are any unnecessary designs when creating the 3D model. Throughout this process, we make detailed design adjustments and finalize the final product.

How much clay have you used in total to create Stellar Blade’s Naytiba?

Lee: Let’s see.. I didn’t keep count, but probably around 100kg? I think we used a lot. Usually, one portion of clay weighs around 900g and I think I used over one hundred of them.

Designing the bosses

Can you describe the three currently revealed bosses: Gigas, Raven, and Stalker, and any unique attributes that will stand out when Eve faces them?

Lee: Gigas and Stalker are creatures that are in some ways like brothers. They both have unique shapes of moving saw blades, and I wanted Eve to feel scared and threatened by them. Raven, as the name suggests, has large wings and bird-like characteristics. We chose black as the concept color to represent darkness and fear.

How do you find inspiration for attacks specific to the boss monsters?

Lee: In the rough concept stage, we first ask, “What part of the body/what weapon will it use to attack?” and work out the specifics as we go along. During that process, we gain inspiration and continue until the end.

Are there any stories unique to the design of these three boss monsters?

Lee: When we were working on the initial concept for Giga and Stalker, we had fun calling them the fan and dryer brothers. Some of the boss monsters we called “openers,” but you’ll have to find out for yourself which ones those are, and what we mean by that.

Are there any special details you’d like to share with players that they miss when encountering these creatures?

Lee: If you look closely at some, but not all, of the monsters, you’ll see baroque symbols and statuesque faces. You may not be able to see them at times because the combat is so fast and dynamic, but keep your eyes peeled!

You can get a closer look at Gigas, Raven, Stalker, and the rest of the Naytiba’s designs as you face them in Stellar Blade when it releases on April 26 for PlayStation 5.

Content Warning Is Hiding Players’ Footage in the Game for Other Players to Find

Players of wacky co-op horror game Content Warning are being asked by publisher Landfall if their wildest recordings can be used for a lost footage project which would see it hidden in-game for other players to find.

Content Warning doesn’t revolve around looting or fighting your way through a shadowy and monster-infested world but instead your objective is to use the 90 seconds of film on your video camera to capture your crew’s spine-chilling and/or hilarious misadventures, then survive long enough to extract the footage, upload it to ‘SpookTube’, and rake in the views. The resulting reel, including your screams, exclamations, and deadpan narration of someone being eaten by a hole in the ceiling, is then available for you to download to your PC as a memento.

Being picked up and hurled into the air by a horrifying knobbly slug monster is therefore an ideal turn of events (as long as your cameraman catches it on film), and it’s this kind of footage Landfall is looking for.

It’s asking for players’ exported camera footage for the lost footage project, with the idea that, when other players are exploring the ridiculous and terrifying world of Content Warning, they’ll come across an equally ridiculous and terrifying recording and perhaps gain an idea of what lurks nearby — or at least have a good laugh.

Footage must be unedited to be eligible for inclusion, and you’ll need to sign a waiver and post the video on social media first. Applications are currently open, so give it a shot if you think your expert camerawork deserves a larger audience.

If you’re looking for your saved footage, here’s where to find your video recordings in Content Warning. Or if you’re heading back down for a reshoot, take a look at IGN’s Guides for all the info we’ve gathered so far on the monsters, useful items available to purchase, and our tips and tricks for maximum views.

Jen Rothery is a Deputy Editor on the IGN Guides team. She can be found on Twitter and Twitch at @sylfGG. If she invites you to play Dota 2, you may safely decline.

The Rally Point: Humble turn-based wargame The Troop is top of its WW2 class

For someone so skeptical of taxonomy, I sure love a good subgenre dive. That’s partly because it’s so easy to find a healthy one now, and there’s a joy in shearing down multiple times and still finding material. You can start from “strategy games are in a good state” and go all the way down to “Turn-based strategy wargames that balance detailed simulation with accessibility and are set in World War 2” and still find several strong entries from the last few years.

But it’s The Troop that grabbed me most. It’s a little surprising, given its modest look, and the stiff competition. I think what clinched it is that The Troop has revealed to me something that I already sort of knew, but hadn’t quite caught hold of: that a tank warfare game is all about the pause.

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The Electronic Wireless Show podcast S3 episode 14: battle royales, Vampire Survivor, and trend chasing

This week League Of Legends teased a PvE Vampire Survivors-like mode, and recently World Of Warcraft revealed a limited time PvEvP battle royale with pirates. What’s going on? Is chasing trends a bit of a risky click? Should Age Of Empires II get a battle royale mode? All these questions and no more, just these ones, are discussed in this week’s episode of the Electronic Wireless Show podcast.

Plus: I am cursed by scaffolding again, and we recommend some lovely things that aren’t video games, as is our way.

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Dragon’s Dogma 2 PC Mod Grants Players the Power of Unlimited Teleportation

Getting around in Dragon’s Dogma 2 is perilous at the best of times. Hordes of goblins and lizard-like saurians dog the player’s steps at every turn, and then there’s the deadly cast of enormous mythological creatures that want nothing more than to grab the player character — known as the Arisen — and bring their noble quest to an unceremonious end.

On top of that, the undead come out at night, and swimming is an absolute no-go thanks to an omnipresent insta-killing enemy known only as the brine, which is particularly troubling in light of the fact that many bridges can easily be destroyed by accident in the heat of battle.

These challenges are compounded by the fact that, unlike many other open-world games, Dragon’s Dogma 2 has a restricted fast travel system. Players have the option of buying passage aboard an oxcart travelling along a predetermined route, or using a rare consumable item called a ferrystone to teleport directly to a location marked by a larger crystaline rock known as a portcrystal.

However, many of the settlements and locations studded throughout Dragon’s Dogma 2’s content-packed map don’t feature a portcrystal of their own, and so aren’t easily accessible until later in the game, when the player gains the ability to place their own custom teleportation points.

Well, players struggling to traverse the high fantasy world of Dragon’s Dogma 2 can breathe a sigh of relief, thanks to a new mod from NexusMods creator rthomasv3. It lets players fast travel anywhere they desire without the need to rely on either a ferrystone or portcrystal.

Once installed, the aptly named ‘teleportation’ mod allows players to open up an overlay to browse a range of preset fast travel locations and settlements, including the Excavation Site, Melve, and the elven village of Sacred Arbor. Players can also travel to any location on the map, and add it to the list of quick access points.

The mod can also transport the player directly to some of the more soughtafter monsters in the game, including the legendary sphinx, and even contains the locations for the elusive seeker token collectibles that are hidden throughout the world. Of course, the teleportation mod isn’t the only unofficial download giving players the tools needed to tailor Dragon’s Dogma 2 to their liking. For example earlier this week NexusMods user ’emoose’ created a mod that grants Arisen the ability to silence their ever talkative pawns by preventing them from pointing out every chest and ladder that they come accross.

Be sure to check out IGN’s Dragon’s Dogma 2 wiki for tips, tricks, walkthroughs, and boss guides to help you take out some of the trickier monsters lurking in Capcom’s epic open world RPG.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

The studio behind Journey have brought their “peaceful” MMO Sky: Children Of The Light to PC

It’s been lovely to see Thatgamecompany bring the likes of Journey and Flower to PC, following their debuts on other platforms long before, and oh look here comes their latest too. Sky: Children Of The Light is now available free-to-play in early access on Steam, inviting everyone to explore a pretty world full of pretty sights and sounds in this “peaceful” MMO. Having installed it and started playing it myself, the important part is: yes, you can slide down hills in this one too.

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Nintendo Download: 11th April (North America)

Botany Manor! Grounded! Slave Zero X!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – Highlights

Botany Manor (Whitethorn Digital, 9th Apr, $24.99) – Take on the role of Arabella Green, a retired botanist who owns a historical manor in the 19th century. Arabella takes care of the manor’s magnificent gardens by solving plant-based puzzles and preserving a collection of forgotten flora. Inspecting the manor will show clues, newspaper clippings, letters and more to help Arabella’s gardening skills blossom while you’re learning more about her. – Read our Botany Manor review

Read the full article on nintendolife.com

Final Fantasy 7 Rebirth Patch Finally Fixes Bugged Platinum Trophy

Square Enix has released a patch for Final Fantasy 7 Rebirth which finally fixes its bugged Platinum Trophy alongside a handful of other issues.

As reported by GamesRadar, the patch notes for version 1.030 have so far only been released in Japanese but make clear Square Enix has addressed the trophy issue, which arrived via a bugged side quest called Can’t Stop Won’t Stop.

The publisher had already announced a fix for the bug was coming in the next patch after fans reported the issue upon the release of update 1.02. The quest requires players beat a high score in the G-Bike minigame, but wouldn’t trigger the quest progressing cutscene upon doing so, leaving the “complete all quests and side quests” trophy, and thus the coveted Platinum, unobtainable.

Players will need to beat the high score again to progress the quest following the installation of patch 1.030, but once they do so the quest will progress as intended. The full patch notes are available below.

Final Fantasy 7 Rebirth Update 1.030 Patch Notes

  • Fixed a bug in the side quest Can’t Stop Won’t Stop” that occurs in Chapter 12 that may prevent the quest from progressing even if the G-bike clearing conditions are met.
    • In order to progress through the quest, you will need to meet the conditions for clearing the G bike again after the update. Thank you for your understanding.
    • If you have already completed the quest, your progress will not be reset.
  • Fixed a bug that occurred when proceeding with certain procedures in some research reports.
  • Fixed a bug in “Battle Simulator” that in rare cases, new courses were not released.
  • Fixed a bug that if certain conditions were met, the favorability would not increase even if you selected an option that would increase your favorability.
  • If there was a bug that prevented you from obtaining the trophy “Cactuar Crusher” even if the conditions were met, it was fixed so that you could get it.
  • Fixed some problems when loading save data that occurred under certain conditions, as well as the phenomenon of forced termination and inability to progress during play.
  • When the previous save data is read repeatedly, the status of the last saved data of the previous game that was read is reflected.
  • Fixed some display bugs.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The Fallout TV show’s Season 1 is now available to stream

Amazon and Bethesda’s Fallout TV show is now available to stream over Amazon’s Prime subscription service. Picture it: the post-apocalyptic America of Fallout, radroaches and stimpacks and all, except that this being a TV adaptation, the first hour doesn’t consist entirely of trying to persuade Bethesda’s face editor not to make you look like your character’s soul has been sucked out. Instead, you you can kick back with a can of Nuka Cola and watch flesh-and-blood stars Ella Purnell, Walton Goggins and Aaron Moten rove the wasteland. I caught the first couple of episodes last week, and while I find the show’s aesthetics off-putting – it’s kind of a Fallout themepark, rather than a convincing world – I do think there’s the makings of a fun tale here.

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$70 titles are doomed to go “the way of the dodo” says Saber Interactive CEO

The $70 release day price for standard AAA titles is both unsustainable and on the way out, claims Saber Interactive CEO Matthew Karch, via an interview with IGN reporter Rebekah Valentine.

Speaking to Valentine, Karch reckoned in public that the $70 game is “going to go the way of the dodo” because it isn’t “sustainable”. Here’s the full chunk:

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