#design-corner

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restive stag
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Design Corner #1 - Behind the Scenes: Counterfeit

Hello <@&1287716853111722034>,

I’m KOG from the Frag Punk Dev Team, and beginning today we’re kicking off a brand-new series called Design Corner. This is where I’ll be sharing behind-the-scenes stories, design intentions from the studio etc.

Alright, let’s start off strong with our newest lancer:

The Making of Counterfeit MeowCatCounterfeit

When we first started working on Counterfeit, we wanted to explore a different personality angle. Our recent Lancers at the time, Hurricane and Aura, were both bright, optimistic figures, full of energy and confidence. This time, we wanted to take a fresh approach. We aimed to create a Lancer who uses illusions to deceive her enemies, the opposite of the cheerful and morally upstanding characters we had released before.

That thought process shaped Counterfeit’s identity, an agile and unpredictable thief who uses illusory doubles to outsmart her opponents. The image of a quick-witted, free-spirited rogue, mischievous yet determined, came naturally. She embodies freedom without complete chaos and playfulness with a purpose.

Still, we wanted more than just a trickster. To make her story resonate with players, she needed a spark of humanity beneath the mask. Though she was born an orphan, she never let her loneliness define her. Instead, she became a protector, gathering and caring for other lost children like herself.

To us, Counterfeit isn’t only about deception. She’s someone who turns her past into her purpose. Her illusions may be false, but the warmth she gives to those she calls family is as real as it gets.

If you like this kind of inside look, let us know—Design Corner will be sticking around!

Check Out Her Concept Art ⬇️

restive stag
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Design Corner #2 - Behind the Scenes: Windwalker

Hello <@&1287716853111722034>,

KOG here again with another Design Corner! Thanks for all the amazing feedback on our first episode about Counterfeit. Today, I'm excited to share the story behind our latest Lancer.

Let's dive into the creation of:

The Making of Windwalker 🌪️

Up until Windwalker, we had never attempted a teleportation-based ability in our Lancer designs. We wanted to push the boundaries and add a new dimension to combat gameplay, so we began experimenting with teleportation as the core mechanic. This exploration led us to craft an extremely aggressive character built around multi-strike slashes and protective wind barriers. His kit is designed for relentless offense.

At the same time, we realized it had been several seasons since we'd introduced a male Lancer. We saw this as the perfect opportunity to create something different. The result? A striking figure with a hint of melancholy, handsome yet haunted, carrying an air of quiet intensity.

As his kit came together, the wind element felt like a natural fit. His teleportation strikes flow like gusts cutting through the battlefield, while his barriers shield allies like the calm in a storm's eye. The aesthetic and mechanical synergy just clicked, and Windwalker was born.

To us, Windwalker represents that rare balance: beauty and danger, grace and aggression. He moves like the wind itself, untouchable, unpredictable, and absolutely devastating when he strikes.

He's built for players who want to dominate the front line with style and precision. Every dash, every slash, every barrier. It all flows together into one seamless, wind-driven assault.

That's the story behind Windwalker! Give a 👍 if you liked it, and drop your thoughts about our latest Lancer below. We love hearing what you think about these design journeys.

Check Out His Concept Art ⬇️

pure basin
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Design Corner – FragPunk × Gibson | Behind the Scenes

Hello <@&1287716853111722034> , Charlotte here with another Design Corner.

Within the FragPunk community, players have consistently encouraged us to explore more IP collaborations. As Bad Guitar Studio, we naturally asked ourselves what kind of collaboration could be more aligned with our identity than working with a legendary guitar brand. That question led us directly to Gibson.

We reached out to Gibson, and once they learned about our idea of designing a melee weapon built around a guitar, both sides immediately connected. From that point on, the collaboration moved forward smoothly.

Choosing the Guitar Model

In the early stage of the project, to better match the weapon’s close-combat function, the designer leading the skin selected the Gibson Explorer body shape. The Explorer is famously associated with the legendary guitar solo in Free Bird. As the band behind the song later suffered a tragic plane crash, the original intention was to turn this design into a tribute.

After internal discussion, however, we felt that choosing a guitar model with broader recognition and popularity among players would create a stronger connection.

As a result, the design direction shifted toward a classic from the Les Paul family: the 1968 Les Paul Custom, widely known as the “Black Beauty”, and referred to by some guitar fans as the “Black Card.”

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From Concept to Craft

During the actual design phase, many early visual ideas had to make room for real-world production feasibility. Translating visual concepts into achievable craftsmanship meant that the base version could not be overly unconventional, as exaggerated forms would be difficult to realize in manufacturing.

When it came to the skin variants, however, we allowed ourselves much more freedom.

Some designs draw from classic American rock imagery, such as whiskey culture and Hot Rod aesthetics, creating a strong American retro rock atmosphere.

The other two variants focus more on playfulness and texture. The pure ice colorway delivers a sharp and chilling visual impact, while the black, gold, and white version takes inspiration from ferrofluid speakers, capturing a flowing yet refined sense of technological aesthetics.


If you enjoyed today’s Design Corner, feel free to interact with the post. And perhaps, once our custom-made real guitar arrives, you may even see developers from Bad Guitar Studio playing it for you.

restive stag
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Design Corner #3 – Exploring the Roots of Tulix

Hello <@&1287716853111722034> ,
KOG here again with another Design Corner. In our last episode, we talked about the creation of Windwalker. Today, we are shifting our focus from Lancers to map design and taking you through the background of one of the newest battlefields in FragPunk.

Let’s take a closer look at the origins of:

Tulix

Tulix represents our earliest ideas and explorations of the Balamtok civilization. When we first imagined this culture, we wanted to express both sides of their identity. The Balamtok people carry the wild instincts of the rainforest while also embracing the rational spirit of advanced science.

Tulix is one of their ancient ruins and serves as the most direct expression of this cultural duality. By comparison, the well-known Outpost map shows the new face of Balamtok after they encountered the Exo-born.

The Balamtok people lived side by side with their gods, and The Kukulcan, the great Feathered Serpent, was their eternal faith. If you are familiar with Ixchel’s story, you already know that a faction of corrupted priests created a mechanical version of The Kukulcan in an attempt to imitate divine will and take control of the entire civilization.

Ixchel eventually uncovered and destroyed their plan. The surviving priests escaped into the ruins now called Tulix, where they continued their research and worked on something even more powerful and terrifying. They began developing a bioengineered version of The Kukulcan. If you look closely at one of the objective sites in the map, you can still see a dormant experimental creature. This may also explain why Balamtok later suffered the devastating event known as the Smash-Up, which ultimately drove Balamtok’s fragments and characters into the outer realms.

That is the story behind Tulix. Feel free to share your thoughts below. We always appreciate hearing your reactions to these behind-the-scenes stories.

Explore the Ruins Below ⬇️

restive stag
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Design Corner #4 – Behind the Scenes: Wildstyle

Hello <@&1287716853111722034> ,
KOG here again with another Design Corner.
In Season 4 Chapter 1, we are introducing another vibrant female character following Counterfeit—Wildstyle. Wildstyle’s abilities revolve around a variety of pigments; while these colorful paints are incredibly dangerous to enemies, they serve as reliable signals for her teammates. Wildstyle is a character with significant impact on both offense and defense, with a kit that integrates area control, utility, and vision control, making her a blast to play. Wildstyle brings a brand-new ability mechanic to FragPunk: one-way vision. Combined with her short-term bonus health and large-scale area slow, reveal, and vulnerability effects, Wildstyle’s influence in site-based combat is immeasurable.

restive stag
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Design Corner #5 Shard Clash Map — Caesarea

Hello <@&1287716853111722034> ,
KOG here again with another Design Corner, join us as we explore Caesarea.

1. Concept & Atmosphere

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2. Map Description

Caesarea is our latest Shard Clash map launched in S4-1. This map features our first "Three-Site" layout. The additional objective site in the Mid area creates a more complex structure compared to previous maps, offering players more offensive options to quickly rotate between sites and execute diverse tactical strategies.

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1) A Site Area

A Site is located on the left side of the map and is relatively isolated from other sites, leading to slower rotations for defenders.
In contrast, attackers are limited to a single approach—the entrance is narrow and consists mostly of long straightaways (A Main), making it difficult for the offensive side to execute a fast push.

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  • Underpass: The Underpass on the side of A Main allows attackers to rotate toward B Site or C Site. Meanwhile, attackers must stay alert for defenders from B Site pushing forward through this area.
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  • A Attic: When clearing enemies within A Site, attackers need to be especially careful of opponents lurking at the A Attic window.
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2) B Site Area

B Site is located in the center of the map. Its "hub-and-spoke" characteristic makes it easy to defend but hard to attack. It offers two main offensive routes:

  • B Window & B Plaza: Attackers can utilize the high-ground advantage of B Window to push from the front. While this route is the shortest distance, the path from B Plaza to B Site lacks cover, and multiple defender rotate paths face the site directly, making attackers highly susceptible to ambushes.
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  • B Hall (via C Short): The other route involves reaching B Hall via C Short to flank B Site from the side. Although this route is longer and has more corners to clear, once attackers secure B Hall, they can rotate at any time to the adjacent C Site.
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3) C Site Area

C Site is located on the right side of the map. Any assault on C Site requires passing through the Bathhouse.
Attackers can launch a pincer movement from the Bathhouse Main Entrance and the Mid Gap to quickly seize control of the Bathhouse.

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Once the Bathhouse is secured, there are two optional offensive routes:

  • C Main: Entering C Site through C Main. This route has fewer corners and offers a clear line of sight, making it relatively simple for attackers to clear angles, but it lacks means for a quick rotate.
  • Side Entrance (via B Hall): Entering C Site from the side after reaching B Hall via C Short. This route follows the same logic as the B Site analysis mentioned above.
restive stag
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Design Corner #6 Behind the Scenes: Calamity

Hello <@&1287716853111722034> ,
In S5-1, we’re introducing a radically different offensive Lancer - Calamity.

Unlike traditional offensive Lancers who rely on teammates for healing and cover, Calamity’s entire resource loop is self-sustained and driven purely by her combat performance. Her core mechanic is “life-for-power conversion”: she generates her core resource, Bloodbane, by continuously dealing damage. Once fully charged, she enters a powerful enhanced state. At the same time, when critically wounded, she can convert stored Bloodbane back into health, re-entering the fight once again. Calamity is a Lancer who grows stronger the longer a fight drags on - every skirmish she survives becomes fuel for the next one.

Where most offensive Lancers focus on burst damage or mobility, Calamity instead thrives on cycling between health and Bloodbane to seize momentum and advantage. Her first skill, “Angel of Death,” embodies this philosophy: she deliberately sacrifices a portion of her HP to trigger an invulnerable state. When used at healthy HP, it functions as a controlled tactical disengage. But when used at low HP, it becomes a high-stakes gamble with death itself. We want players to feel their pulse quicken the moment this skill is activated. The “edge-of-the-blade” tension is a defining part of Calamity’s gameplay experience.

Calamity’s second skill, “Barbed Wire Kisses,” provides strong area control. Its persistent damage and slow effects allow her to lock down routes and force enemies out of favorable positions. Enemies affected within the field are marked and become vulnerable, while also granting Calamity improved Bloodbane conversion efficiency. Combined with the third skill, “Sympathy for the Devil,” which converts Bloodbane into health recovery, Calamity gains a complete resource loop that gives her significantly stronger sustain in extended fights compared to other offensive Lancers.