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Deep Rock Galactic: Rogue Core›Events›Dev Peek: Cosmetics! and how we name them
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Dev Peek: Cosmetics! and how we name them

Deep Rock Galactic: Rogue Core · published 6 months ago

All eventsPlayers around this dateRead on Steam

Hello Reclaimers,

Another little dev peek! This time, we’re taking a look at character cosmetics.

We initially weren’t going to do much in the way of cosmetics for Rogue Core, but then we realized there’s no fun in that. So now we’re doing them.

Cosmetics begin in the art department. Our 2D and 3D artists start the process, coming up with loads of drafts for all sorts of cosmetics we could put in each category. They talk with the Game Designers to decide which cosmetic categories we’ll have. There’s at least one new cosmetic category in Rogue Core: We’re adding piercings.

A lot of the initial drafting process is just throwing ideas at the wall and seeing what sticks. But there’s also the question of how to fit the established Reclaimer aesthetic. And of course, whether these ideas would really work in the game. Do we like the look? Would it be tricky to implement, or clip with any character models? Can we do multicolored beards, or is that too tricky to categorize?

https://steamcommunity.com/games/2605790/announcements/detail/534345939582715198?snr=2___

Some early-stage concepts for various beards, hair and mustaches.

Ultimately, the Art Director and Game Director make the final call on what ideas get into the game or not. Once that’s settled, the collection of 2D and 3D drafts get made into their polished, in-game versions.

Once the cosmetics are made, they all need names. 3D Artist Harpa went and put all the new cosmetics into a big spreadsheet (see below), which serves as the Naming Factory.

Naming cosmetics is mostly a gut-feeling thing. It feels sort of like an improv game, maybe something from Whose Line Is It Anyway. See the picture, think up a catchy name. Whatever comes to mind. Maybe the cosmetic reminds me of some movie or fun cultural reference, so I’ll try to make that fit. Maybe there’s some good alliteration, or a silly joke to be made. Maybe it’s best not to make a joke, and just be descriptive. No overthinking allowed, just have fun with it.


The final step is implementation: Connecting these names and descriptions to the assets in Unreal, and making sure everything is where it ought to be in the game.

You can expect these new cosmetics (and their names) to make an appearance in the next Closed Alpha playtest for Rogue Core. More news on that playtest is coming next week. Keep an eye on the Steam page.


Early Access release date to be announced this Thursday

Oh right! Before we go, some news:

We'll be announcing the Early Access release date for Rogue Core later this week.

This announcement comes with its own brand-new trailer, which will premiere as part of the 2026 Future Games Show Spring Showcase this Thursday, March 12th at 21:00 CET (that’s around lunchtime if you’re in North America).

If you’d like to catch the live release date reveal, you’ll need to tune in to the Future Games Show. It will broadcast on Youtube, Twitch, Twitter, Steam and BiliBili. We’ll share the trailer on our own channels (like here on Steam) some hours after the event. Probably on Friday.

That's all for now. Rock and Stone!



With love,
-The Ghost Ship Crew

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