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Arknights: Endfield Reimagined — An In-depth Interview with Light Zhong and Yifeng Huang

"We first aim to create something we truly love—then hope players will feel the same."

[The following reflects a translated version of the interview GCORES conducted with HYPERGRYPH’s Arknights Endfield developers, Light Zhong and Yifeng Huang in which they shared insights on the game’s evolution and the upcoming Beta Test.]

 

On December 14th, after more than a year of silence, Arknights: Endfield unveiled a brand-new trailer. The announcement revealed the Beta Test has been slated for Jan 16, 2025, 22:00 (UTC-5).
 

Arknights: Endfield December 14 trailer

 

Just a day later, a 15-minute gameplay demo was released, showcasing major improvements and reworks since the previous Arknights: Endfield Technical Test. Judging by the comments section and livestream bullet messages, a huge number of gamers are extremely excited about the Beta Test and eager to see what the new version of Arknights Endfield has to offer.
 

Arknights: Endfield gameplay video
 

Seizing this opportunity, GCORES brought forward questions—both their own and those from the community—and had an in-depth conversation with them.

 

So, how does the gameplay of the current Arknights: Endfield [to be referred to as "Endfield" hereinafter] build feel like? How does it differ from the Technical Test? And what kind of a game is HYPERGRYPH striving to deliver? Here's GCORES‘ hands-on experience and key takeaways—

 

"We first aim to create something we truly love—then hope players will feel the same."

 

Firstly, the current Endfield feels like a completely different game compared to the build we experienced in the Technical Test. There are major combat system overhauls, a ton of cutscenes and narrative sequences have been added, all-new gameplay mechanics and maps, and much improved environmental art and the Automated Industry Complex. Endfield has been completely reimagined over the past year.

 

Our hands-on experience revealed a much more refined and completed version of the team-based ARPG combat experience:

  • Animations of player characters and enemies have been vastly improved. Combat controls also felt much better. Combat camera has also been greatly optimized.

  • The skill system has been completely revamped. Manual targeting is no longer required, though the skill casting resource is shared by the entire team. This resource regenerates over time and is also restored by combat actions. This redesign introduces a fresh layer of tactical gameplay as players must decide in real time whose skills to cast based on the situation.

  • The combo skill is a brand new combat mechanic introduced to the current build. Once combo skill-casting triggers are met, the player can manually command the team member to cast that skill. Every character's combo skill has different activation triggers, such as landing crush strikes, inflicting status effects, or rendering multiple enemy targets vulnerable in battle.

  • Characters can now dash to evade enemy attacks.

  • Common MMORPG mechanics like aggro seen in the previous version have either been removed or reworked. Team members now actively engage enemies and dodge their attacks to keep them occupied.

This revamped combat system feels far more satisfying and intense than before. It's clear that the dev team has placed a strong emphasis on enhancing both tactical decision-making and team synergy.

 

What truly surprised us was the dev team's bold decision to completely overhaul the combat system as well as the new direction they took. During the subsequent discussion, we also asked Light Zhong and Yifeng Huang to share the design work for the new combat system.

 

The core combat design of Endfield is real-time combat with a tactical focus. In addition to the pre-battle strategies of team composition, players can make tactical decisions and maximize combat performance during battle. These include managing skill energy allocation, skill casting sequences, and their team members' combo skill casting criteria.

 

At the same time, delivering a compelling team-based combat experience with multiple characters fighting on screen at once was both a central design focus and a significant technical challenge for the team:

 

AI-controlled teammates who are too independent might undermine the strategic depth and rewarding feedback loops of tactical decision-making. But teammates who are too "passive and slow" make multiple-character battles boring, reduce the excitement of real-time coordination, and ultimately affect player experience and immersion.

 

During our conversation, Yifeng Huang mentioned something interesting:

 

”What if your teammates could anticipate your possible route and step aside actively? How do we make them feel like a seamless part of multi-character exploration and combat? How to make on-screen characters unobtrusive to my camera, yet exert enough presence at the same time? The challenge lies in creating "cross-system" and personalized interactions with the player and the environment that stay true to the character's background and designs. The goal is to make teammates feel like realistic and genuinely helpful companions to the player. We hope Beta Test players can recognize the thoughtful improvements we've made to teammate AI and behavior, and I believe that we will continue to build upon these features.“

 

Team-based combat has been a topic in single-player games for years. However, we did not see in-depth exploration of this feature in other concurrent titles of the domestic market. This might be due to the niche nature and limited market validation of this combat genre. But through the Beta Test, we definitely felt that the Endfield technical and design teams are working closely together to really figure out a way to achieve something awesome.

 

Complementing the combat system is the stage and level design–

 

“Many areas in Endfield boast their own unique gameplay mechanics and visually stunning environments. We can probably make a stunning highlight reel by piecing together all the gameplay elements included. There are a lot of dungeons and themes, ranging from the more typical parkour and platforming challenges to unique and strange puzzles for the players to solve.”

 

The other core feature of Endfield, which ties together many gameplay systems in the game, is base and factory building—the Industry Complex. This system has been optimized and expanded in the latest version: Firstly, the basic building process has been improved. The top-down view now has more quick building options, giving players a more intuitive camera and better controls for setting up their base.

 

The current build also introduces combat facilities, alongside a new outpost defense mode where "towers" play a major role. This means base-building is also a core element of combat and no longer just a progression and reward system.

 

Wait, tower defense mechanics? Feels like a nostalgic homecoming for old fans, right?

 

Furthermore, players can use the Industry Complex to freely place combat facilities on the map to help clear enemy spawn points. However, these structures come with placement limits and use up power. In other words, you can't cover the entire map with turrets and destroy everything with firepower.

 

We always have a question about the Industry Complex. Is it too complex and overwhelming for a multi-platform anime game? We used this dialog as an opportunity and brought this up with the developers, and received a detailed response from them:

 

“There's a growing perception that anime mobile game players are becoming less focused on gameplay. However, this is likely to be a result shaped by long-standing market trends and does not mean that players do not want or dislike something new. Continuously delivering fresh and engaging gameplay systems has been our core belief since Arknights. The Industry Complex of Endfield is a system with incredible expandability and will serve as the foundation for constant gameplay innovations we have in store.

 

Since you asked about complexity, I believe the potential audience for this type of gameplay is far larger than one might expect. Titles like Factorio, Dyson Sphere Program, and Minecraft's industrial mods serve as excellent precedents successfully validated by the market. The key lies in proper execution that ensures a suitable learning curve and an intuitive and comfortable learning experience. Endfield will continue to optimize the gameplay and make it easier to learn, since we want players to experience the gameplay contents that we believe are fun. At the heart of it, we first aim to create something we truly love—then hope players will feel the same.”

 

"Carrying forward the cohesive appeal of the Arknights Franchise"

Players of the 2D title Arknights are deeply engaged in exploring the characters and the story. This is because the game cohesively and convincingly ties every element together to enhance immersion.

 

Going from 2D to 3D brings heightened challenges. Rendering, character models, character designs, environment art, and character movement must be carried out with great care in order to sustain the same level of cohesiveness and achieve an equally convincing world-building experience.

 

Visually, Endfield not only preserves but also builds upon HYPERGRYPH's signature art style and quality. Despite their limited experience in 3D rendering, last year's Technical Test surpassed player expectations. Many players praised the intricate character details and overall 3D execution—though some saw room for improvement.

 

The latest Beta Test gameplay video has revealed obvious improvements in 3D visuals compared to the Technical Test. Naturally, our curiosity was piqued. How did the team bring HYPERGRYPH's artistic prowess to life in the 3D world of Endfield? What specific efforts were involved? These questions also became a focal point of our discussion.

 

As a categorical anime game, making cel-shaded characters blend seamlessly into realistic environments without looking out of place is a key challenge. For the graphics and visuals of 3D anime games, achieving PBR (Physically Based Rendering) and NPR (Non-Photorealistic Rendering) as well as striking the right balance between them is extremely important.

 

The Endfield team worked hard to harmonize environment and character visuals. The lead devs illustrated this with an example: A realistic-looking concrete wall in the game. Its textures, stains, and colors are not exactly the same as an actual concrete wall. In fact, they've been meticulously processed and adjusted through iterative evaluations. Plenty of detailed artistic work must be carried out to ensure that things do not look out of place. The hope is to create a believable physical space while leaving room for imagination.

 

Light Zhong:

“The art of Endfield is an ongoing exploration of the possibilities in merging realism and fantasy. By continuously refining our 3D techniques, we aim to bring this vision to life.

 

Since players have shown immense appreciation for the Arknights art style, we're committed to preserving its most beloved elements while extending the franchise's visual cohesion. Endfield art designs will continue to embrace the hallmark emotive "realistic anime" of Arknights.

 

However, pursuing realism comes at a cost, especially in 3D where a lot more elements have to be considered. How do we preserve the character's personality from a 2D illustration to a 3D model? We worked really hard to retain the "Arknights essence" while keeping things feasible in 3D.

 

For example, Endfield character designs will highlight differences in factions and social statuses. Outfits and weapons would be more realistically tied to the character's class and profession. During the Technical Test, Perlica's weapon was a standard staff, but this has been changed to a quill-shaped stylus-wand. This is because we changed the weapon type of the caster class. And since Perlica is the player's assistant, the new design must highlight this role as well. The wand can be used as a fountain pen for signing documents or taking notes. It can also transform into a tablet computer. We've added many details like this.”
 

Concept art for Endfield Factions: 

“Lead a team and explore uncharted territories. Hand and compass both point the way forward."

 

Since the lead devs talked about character design, we naturally asked the developers about their approach to 3D modeling. Their answer: The Endfield team aims to preserve the signature blend of warmth and somberness that defines Arknights characters. This goal has been clear from the very beginning. It is also a popular aspect of Arknights that players continue to talk about.

 

Character design in Endfield has inherited the Arknights approach—precise balances of black, white, and gray, accented by bold, saturated colors. Combinations of different materials and textures would then achieve a sense of structured uniformity and faction identity while celebrating every character's individuality. The Endfield team explored many ways to translate these principles into 3D. Dynamic simulation of anime art brushes in 3D models is an example of the team's technical innovations and strength.

 

“We simulated hand-painted brushstrokes for a certain character, but the visual effect isn't static. In fact, it dynamically shifts with lighting and viewing perspective. This technique enhances the sense of depth and dimensionality, bringing us closer to the nuanced visual quality of Arknights character art.

 

To better integrate with the game environment and worldbuilding, Endfield characters maintain a degree of realism for their outfits, weapon design, and rendering style. When compared to other 3D anime games on the market, we're probably the most realistic. Internally, we call this the style of anime realism. We use natural cool-toned palettes and realistic material textures. Fashion and accessory designs aim for a practical and post-apocalyptic vibe."

 

From promotional videos to hands-on gameplay testing, it's clear that Endfield prioritizes a grounded approach in costume designs. While maintaining realistic tailoring, the team has incorporated elements of sci-fi aesthetics in place of traditional details. The result is a distinctive visual language. Xaihi's elaborate lolita dress features modern and sci-fi details such as quick-release clasps and high-tech materials. Chen Qianyu's outfit has incorporated elements of traditional Chinese culture while being embellished with plenty of metal and PVC textures.

Concept Sketch of Endfield Operator Chen Qianyu

First Iteration of Endfield Operator Chen Qianyu

Second Iteration of Endfield Operator Chen Qianyu

 

In addition to the remarkable 3D character modeling, the visually stunning environments have left a lasting impression on us across two rounds of testing. The current version introduces two new locations—Dijiang, the base of Endfield Industries, and Hongshan, a brand new map on Talos-II.

 

Dijiang is a near-orbit space station (that looks super hot!) and the heart of Endfield Industries. It offers many gameplay features such as combat simulations and resource farming. Players can interact with Endfield Operators, listen in to daily chatter among the staff, or simply roam around at your own pace.

 

Concept art of Dijiang: 

Players can view the entirety of Talos-II from the bridge and even see the Northlands, the ultimate objective. 

The view is designed to evoke a sense of purpose and direction (similar to the overview effect).

 

Concept art of Dijiang: 

The protocol logistics hub of Dijiang is the embodiment of Endfield techno-protocol, production, support, and creation.

 

Hongshan challenges stereotypical ideas of "Chinese-inspired" settings in anime games. This place emphasizes the style of "Chinese industrial sci-fi". Environmental art, signs, and symbols from everyday life are combined with the Arknights blend of sci-fi, fantasy, and wuxia that they have been using for the past five years. The result is an entrancingly beautiful world. As Arknights players, stepping into Hongshan reminded us of Dahuang city depicted in the 2024 Spring Festival event Here A People Sows. We felt that the city was finally presented to us in 3D.

 

 

In-game environment: Hongshan area

 

When discussing the visual art direction—especially the Hongshan area—Light Zhong and Yifeng Huang shared a wealth of insights with us.

 

"We want to create environments that feel authentic and convincing.

 

Our art direction leans toward realism to give a vibe like the ominous tension beneath a facade of peace depicted in Villeneuve's Sicario. Later scenes referenced the visual atmosphere of classic Chinese wuxia films like Crouching Tiger, Hidden Dragon and House of Flying Daggers.

 

We deliberately differentiated between natural environments and human-made structures through design language: For natural landscapes, we strive to replicate authentic geographic features—accurate lighting, realistic road proportions, and natural vegetation. In contrast, human-built areas such as the Endfield Base or enemy strongholds adopt a design language of functional minimalism and symbolic representation to evoke a futuristic aesthetic. With realism as the foundation, we then incorporate the signature Arknights fantasy elements.

 

In Chapter 2, Hongshan's Chinese aesthetic doesn't simply replicate ancient architecture. Instead, we distilled key elements from traditional Chinese architecture and reimagined how their design principles might evolve into a modern context. This approach reflects Endfield's world, which is far from antiquated—it requires a modern aesthetic to align with its forward-looking narrative.

 

In the Hongshan map, you'll notice Chinese character signage distilled from everyday life—doesn't it feel incredibly familiar? As Chinese developers, we see these characters as more than just text; they are the very essence of our civilization. Their visual appearance may evolve over time, but their fundamental meaning remains eternal, deeply rooted in our cultural identity. For us, they are powerful visual symbols that reflect our modern design philosophy. This idea first took shape in Arknights, and with Endfield, we're carrying it forward, building upon and elevating this legacy.

 

Put simply, our goal is to ensure that every character, in any environment, offers players a seamless and authentic experience."

Concept art:Hongshan environment, showcasing signage in Chinese characters from everyday life
 

In-game screenshot: Arknights: Endfield Beta Test

 

Delivering Realism Through Attention to Detail

From the initial Technical Test to this latest version, Arknights: Endfield has made remarkable technical progress, far exceeding our expectations. As HYPERGRYPH's first major 3D project, the audiovisual experience stands out for its richness and stability, achieving an impressive level of polish.

 

This naturally led us to ask: What engine drives Endfield? And what technical challenges did the team conquer along the way?

 

Yifeng Huang: 

“We made significant modifications to Unity for Endfield. To accommodate the game's scale and complexity, we essentially reworked both the lower-level rendering framework and the upper-level rendering pipelines from scratch.

 

You could say that we retained Unity's architecture, editor, and tools, but beyond that, we rebuilt nearly all the core components. The graphics rendering system, in particular, underwent a complete overhaul. For instance, we implemented a data-oriented ECS (Entity Component System) architecture, which greatly improves processing efficiency for game components. Additionally, we completely overhauled the graphics API to meet Endfield's demanding performance requirements.

 

One of the most significant advancements is our seamless map technology. During last year's Technical Test, moving between stages in Valley IV involved immersion-breaking loading screens. For the beta test, these interruptions have been completely eliminated. Achieving this required a comprehensive restructuring of the scene pipeline, a ground-up redesign of the underlying framework, and a thorough overhaul of toolchains and workflows. To accomplish this, we developed in-house technologies, including a large-scale terrain system, virtual texture mapping, and seamless loading techniques. These innovations significantly enhanced loading efficiency and overall scene fluidity. The result is a vast, uninterrupted sandbox environment for Valley IV—allowing players to freely explore without any loading pauses.

 

At the same time, we developed our own cross-platform lighting technology. Unlike many games where dynamic shadows fade in distant views, Endfield maintains fully dynamic lighting and shadows across the entire scene—from the smallest details nearby to vast landscapes far away. Additionally, for factory-building mechanics, we implemented multiple proprietary technical solutions and made extensive optimizations and modifications using our ECS-based rendering system, enabling fully dynamic lighting and shadows even in these scenarios.

 

In terms of sound design, we formed a dedicated Foley team specifically for the game. Using real materials, we meticulously recorded and precisely recreated sounds like leather creaking, metal clanging, and fabric fluttering in the wind, integrating them seamlessly into the game. These sounds are not merely layered; they are dynamically synchronized with characters' actions, emotions, and environmental changes, ensuring players feel a compelling sense of realism in every detail.”

 

Building Something Uniquely Your Own

As our conversation with Light Zhong and Yifeng Huang drew to a close, we posed a question that might seem like a well-worn cliche: What kind of team do they envision building Endfield?

 

Their response was candidly pragmatic:

 

"If you're working on something ordinary—something that's already been done—you only need an average team or people with decent experience.

 

But when the goal is to create something truly unique, you need exceptional individuals— independent thinkers who stand out for their unique perspectives and their own kind of ingenuity. When no one else can tell you what's right or wrong, you must have faith in yourself and stay committed to your chosen path.

 

Players, too, are always looking for something new. In this way, our team's goals align closely with theirs: they want the comfort of familiar, well-refined experiences, but also the excitement of encountering something they've never seen before. This is what inspired us to combine factory simulation mechanics with RPG elements, crafting an innovative fusion that bridges the familiar with the unexpected.

 

Today, innovation isn't just about fulfilling a creator's personal aspirations. The market has moved past merely raising production standards—it demands more. Like it or not, in this competitive environment, the only way to truly stand out and succeed is to create something unmistakably and uniquely your own."

 

This pragmatic response might come across as a bit lofty at first, but on closer reflection, it feels both precise and grounded.

 

Driven by their unwavering pursuit of uniqueness, many memories come to mind—like the awe of witnessing a deep, intricate system like "Industry Complex" make its debut in an anime-inspired game, or the stark transformation of Endfield from its Technical Test to its current iteration, marked by bold optimizations and innovations. That spirit of pioneership—the resolve to take the hard but meaningful path—clearly resonates within this team.

 

Blazing a trail is never easy. It means venturing into uncharted territory without templates to follow, clear paths to guide you, or mentors to rely on. You stumble, encounter setbacks, and take uncertain risks in the dark.

 

Yet the other side of this journey holds immense rewards: once you navigate through the thorns and nurture barren land, the endless vistas and fertile fields are yours to claim. It's about the team's sense of achievement and answering the core question of "why we make games." It's also about meeting players' expectations and delivering experiences that surpass their imagination. Fulfilling all of this is a reward in itself.

 

As we concluded the interview, the two lead developers shared this heartfelt reflection:

 

"Creating a game we truly believe in—one that also connects with the market—is an incredibly tough challenge.

 

From the moment we began working on Endfield, we understood the difficulty ahead. But as we dove deeper, what started as pressure and weight gradually transformed into something extraordinary—a source of energy, a sense of passion, like nurturing a new life into existence. Pursuing something you genuinely love, even through countless challenges, is one of the most rewarding experiences imaginable.

 

We are eager to hear the feedback players will share during the upcoming beta test. Your insights will be vital in helping us refine Endfield, bringing it closer to its full potential.

 

Together, let's witness the unfolding of a new chapter in the Arknights universe."

 

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