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Offline Asid

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Modern Naval Warfare
« on: December 29, 2021, 01:22:24 AM »


Modern Naval Warfare is the next generation naval combat simulator, which will immerse you in the dark and unforgiving world of the modern high-tech naval battlefield.


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Modern Naval Warfare Trailer




About

Modern Naval Warfare is the next generation naval combat simulator, which will immerse you in the dark and unforgiving world of the modern high-tech naval battlefield.

Keep track of your enemies, hunt or escort convoys, undertake covert operations and unleash devastating land strikes. You will be in command of United States’ latest and most lethal Nuclear Attack Submarine the SSN-774 Virginia Class in such detail that will blow your mind. Play in cooperative mode and assign your friends, into a wide variety of highly detailed stations or face them as enemies. Choose from a wide range of weapons and play hide and seek into the underwater valleys of the South China Sea.


Expected release Q4 2022


Features

• Command: One highly detailed platform SSN-774 Virginia and more to come in the future.
• Control: In depth systems, weapons and sensors in a highly detailed 3D control room with VR Support.
• Navigate: More than a million square kilometres of highly detailed underwater and coastal environment.
• Explore: Dynamic world with real life weather, traffic and marine life.
• Experience: Lifelike environments (deep sound channel, thermal layers, bottom bounce, convergence zones, electromagnetic propagation etc.)
• Lead: Issue orders as the captain and let your crew (human players or AI) take care of the rest.
• Engage: Attack your enemies with a large array of weapons like torpedoes, mines and missiles.
• Multiplayer: Complete experience which includes coop multistation and VR modes.
• Multiplatform: Use a Windows, Linux system as the base sim and add some tablets for station screens.






















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Offline Ligthert

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Re: Modern Naval Warfare
« Reply #1 on: December 29, 2021, 03:42:26 PM »
I am not looking forward to learning all the new different panels, and how they work, and what to pay attention to...

But damn, do I want to play around with this!
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Offline Asid

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Re: Modern Naval Warfare
« Reply #2 on: December 29, 2021, 11:27:51 PM »
Maybe its the successor to Dangerous Waters....I am sure there was something in development from them....
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Offline Rinix

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Re: Modern Naval Warfare
« Reply #3 on: December 30, 2021, 01:56:03 AM »
Maybe its the successor to Dangerous Waters....I am sure there was something in development from them....
I don't think so, Dangerous Waters was made by Sonalysts. I think Sonalysts was working on a sequel to Dangerous Waters at one point.
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Offline Asid

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Re: Modern Naval Warfare
« Reply #4 on: March 21, 2022, 10:40:50 PM »

I don't think so, Dangerous Waters was made by Sonalysts. I think Sonalysts was working on a sequel to Dangerous Waters at one point.

I do remember Sonalysts making a successor... It was pretty far on in the development cycle.... :confused

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Offline Asid

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Re: Modern Naval Warfare
« Reply #5 on: June 08, 2022, 02:40:25 PM »
Modern Naval Warfare – Navy Log Book
Wed, 8 June 2022



The Navy Log Books are articles, sometimes accompanied by videos and screenshots, published by Matrix Games to describe the game design in detail.

We will go through the developments of Modern Naval Warfare together, discovering the news and features the developers are working on.

We will start soon, stay tuned

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Offline Asid

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Re: Modern Naval Warfare
« Reply #6 on: June 28, 2022, 01:01:54 PM »
Modern Naval Warfare – First Navy Log Book available
28 June 2022




Modern Naval Warfare - Navy Log Book #1
Ever wondered what controlling almost 8000 tons of one of the most lethal machines ever invented? With Modern Naval Warfare you will get your chance to command some of the most advanced submarines in the world: The Virginia class fast attack (or hunter killer) submarines.


Your very own Virginia class sub idling on the surface.


However, as many navy veterans say, a ship is never better than its crew and that is certainly true in Modern Naval Warfare. Despite the cutting edge sensors, weapons and quieting technology it is you, the captain that decides the outcome of each mission.

In this first log book we will make a quick tour around the sub, see how the interface works and see the difference between the various blocks of the Virginia class submarine.


Getting to know your boat
MNW includes the following rooms/areas for the player to move around:

    The control room
    The radio room
    The ESM room


The various areas for a block 1 Virginia class submarine. From left radio room, control room and ESM room.


Within these areas there are several stations that the player can take control  including:

    Pilot station
    Command station (where the captain and the officer of the deck usually stand)
    Sonar suite station
    Photonics station
    Fire control station
    Radar station
    Nav station (the large digital table at the center of the control room)
    Radio station
    ESM station
    Most of these stations span several displays and include many modes and submodes.


The player can also monitor several working displays and gauges scattered around that include:

    The two large displays in the control room
    Analog anglemeters
    Analog depth gauges
    Digital ownship status displays
    Analog and digital UTC clocks

In contrast with previous classes of US submarines the sonar room (or sonar shack) is not in a separate room but is integrated in the control room (on the port side).

As the Captain you can move freely around the various rooms interact with the various stations, monitor information displays and gauges and give orders. In real life the radio room and especially the ESM room is considered off limits for the majority of the crew.

How to interact with your surroundings
As a hardcore simulator MNW does not include any health bars, magical god view minimaps, underwater radars and other games like mechanics. The player has to collect information and assemble the tactical picture from the ship's sensors through the various stations just like real captains do.


We wanted to make the user interface as seamless and fast as possible while keeping the controls familiar. After a lot of trial and error we settled to a combination of FPS controls with world space interactions as you move around the ship and a basic mouse driven control when the player is working on an actual station.


With the player located at the command station a quick look around can give him/her all the vital information for the ship. The information includes speed, heading, depth of your ship and the whereabouts of the various contacts (that means the possible targets) if a geoplot or a time bearing plot are open on the large displays.


Then if the player wants to dive further (pun intended!) most stations, displays or gauges are just a left click away.


Monitoring an analog anglemeter.


On the other hand, a right click will open a station relative menu to allow the player to monitor, get the status, give orders or anything else useful for the particular station. Each of these actions are just two clicks away. It is difficult enough having a torpedo chasing you while jumping from station to station to get the complete picture, the player should not have to fight the interface too.


Context menu for the command station.


When the player takes control of a station then the control scheme changes to a normal point and click mouse driven interface that mimics that of the real-world submarine system. The
player can look around the various screens of the station and control as a normal crew member would. The interface for each station might differ from all the others (since a different
subcontractor made each component in the real world) and there are also differences between the various blocks of the Virginia class (more on this later).


These are some of the displays and menus of the pilot station.


We tried to model the operation of each station to the maximum level that usability and unclassified sources would allow. Although for the later part, in some cases we might have pushed it a little further, but don't tell anyone.


Differences among the class members
As most military hardware the submarines of the Virginia class are being built in batches that are called blocks. In total 5 blocks are planned. From these blocks the first three have been completed and are in service while the first members of the block IV have just been delivered. In MNW we model blocks I to III and we hope to include further blocks in the future as information become available.



Comparison of the control room of the three blocks I to III (left to right).


One of the initial project specifications for the Virginia class was that it should be easily
upgradeable through the use of COTS (commercial of the shelf) components and software
upgrades. As of today, the first member of the class the SSN-774 USS Virginia is more than 20
years old and 18 years in service. Obviously, technology has changed a lot since then. In order
to keep the class members relevant the US Navy upgrades its submarine systems on a biennial
basis. The hardware is upgraded every even year through the TI program and the software
every odd year through the APB program. The latest upgrades are installed on each submarine
during the next refit (usually between 4 - 8 years). These refit cycles roughly coexist with the
block construction cycles. So, in essence a recently refitted submarine is at similar technology
level with the latest block member being constructed.


In MNW and for gameplay purposes we decided that each sub will be modeled with the APB/TI
level at the the day of its commissioning.



Comparison of the radar station (left) and photonics station (right) for each of the three blocks I
to III (top to bottom).


The differences in each block are not just cosmetic. Most aspects of each system improve incrementally. The improvements range from the display type and resolution of the station to the software and of course the performance of the sensors. The end result is that while stations like the pilot station are almost identical in all classes there are stations like the photonics that have significant differences between blocks both in terms of UI and actual sensor performance.


We could dig into the nuances of each block but we would need a lot more space (and time!) and anyway, that is what manuals are for. So, this is it for the first Navy Log Book.


Till next time…

NOTICE: All images in this dev diary are still WIP


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Offline Asid

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Re: Modern Naval Warfare
« Reply #7 on: December 15, 2022, 12:01:53 AM »
Modern Naval Warfare - Navy Log Book #2
Wed Dec 14, 2022




Welcome to the second Navy Log Book. This time we decided to get more technical and give you a tiny peek of "behind the scenes" mechanics.


Submarines by nature are some of the most complicated vehicles ever conceived. In complexity
they are comparable only to spacecraft and additionally submarines have to operate in a vastly
more hostile environment even if nobody shoots at them.


Your Virginia class sub submerged, well trimmed and underway.


In order to pilot a submarine in average you need to control the propeller turns, the rudder, two
sets of planes (one aft and one fore or on the sail), two sets of main ballast tanks (fore and aft)
and an assortment of compensation and trim tanks. Additionally you will need to keep your eye
on the environment as factors such as sea state, sea temperature, salinity etc. play a part in the
seakeeping of the boat. As one of our consultants (and active NCO) has pointed out if you take a
submerged sub out of the Mediterranean and in the Atlantic through the Strait of Gibraltar the
sub will start to sink due to different environmental factors (e.g. salinity). All of this is just to
move from point A to point B without taking into account any navigation or operational needs.
No it is not as easy as driving a car and that's why it takes from 2 to 4 four people to do the job
depending on the sub class.


In previous US submarine classes there where four people driving the sub:

    Helmsman
    Planesman
    Chief of the Watch (sitting behind them and putting order to chaos)
    Diving Officer of the Watch (making sure the boat sinks, but not too much!)

In the Virginia class subs and through the use of automation these four positions where
consolidated into two:

    Pilot
    Copilot



The pilot and co-pilot station in a Virginia Class Block III submarine. Along with the main
operating displays all the analog controls and gauges are also working.
In fact the "fly-by-wire" and "auto-trim" systems are advanced enough that the two positions
are for operational reasons and redundancy rather than for technical reasons. However there are
manual overrides for all the automated systems and (you guessed it!) they are duly modeled.
"If that's the case" then you'll ask "why there is almost nothing for me to do at the helm station
in modern subsim games?"
Well guess what? Not anymore...


This time it actually floats!
In order for our development team to achieve a true and realistic approach to the matter a
standard research procedure is to learn from the works of the veterans of the subject matter (in
this case the subsim genre).
Strike One!
There is NO subsim that actually ever simulated underwater physics! Then the only other
alternative is to research the works of the sibling genre; Aviation Simulators.
Strike Two!
Indeed, the sector of aerodynamics and aerodynamic stability is deeply researched by the
simulation development community. But still there is a missing part for a complete simulation of
underwater physics; Hydrostatics.


Behind the scenes look of the submarine along with the locations and status of the various ballast,
trim and compensation tanks. Also both the center of buoyancy and the center of gravity are
indicated.



Underwater acoustics to the rescue.
The research and development done on the underwater propagation of sound, a topic of
another time and another log book, set up the infrastructure for the development of the surface
and underwater physics.

The ship actually floats due to its ROB (Reserve buoyancy) and dives due to the human
intervention in exchanging the ROB with sea water therefore increasing its displacement.
Standard operational procedures, like flooding and blowing MBTs (Main Ballast Tanks) and
achieving longitudinal stability to the ship by transferring water between the trim tanks is only
just a taste of the tasks that the player has to master in order to achieve a successful transition
of the ship from surfaced to submerged.


What's the connection with flight physics after all?
A modern nuclear submarine, is a two faced beast. When is surfaced it acts like a non sea worthy
ship but when it submerges, it transits into its true element. It becomes fast and agile. At that
particular point the submarine, with the allowance of some disciplined exaggeration, we could
say that it flies through water.
The need to apply some differentiated flight dynamics in combination to the previously
introduced Hydrostatics raised.


When a submarine increases its speed then it is able to change its depth with the use of its
hydrodynamic wings which are called planes. And its in the responsibilities of the Planesmen (the
planes operators) to follow the proper procedures in order to reach the ordered depth given by
the Chief of the Watch.


Like in any surface ship and the submarine is not an exception the course is changed by the
helm which is actually the mechanism that rotates the rudder of the ship in the specified
degrees. That is the responsibility of the Helmsmen, again under the watchful eye of the Chief of
the Watch.


To sum up...


Usually two pairs (fore and aft) of under water wings called planes and at least one rudder are
needed in order for a submarine to achieve under water navigation. That almost sounds like a
plane's behavior, doesn't it?



The various displays on the pilot and co-pilot stations that directly have to do with the control of
the submarine.
Then why so small wings?
Simple, the medium is different. Water and especially sea water is almost 830 times more dense
than air. Due to the foundational axioms of both aerodynamics and in that particular situation
hydrodynamics the more dense the medium is the higher lift force is achieved in the same
surface area of the airfoil or plane.

For those of you who already have an experience in aviation simulators you will not find striking
the fact that every and each submarine provides an operating envelope to the operators called
submarine safety envelope.
Environmental and operational factors like speed, depth, temperature, pressure and salinity will
affect the performance of the planes in MNW, so be extremely careful?
A high speed submarine can reach its depth limit (crush depth) in a matter of seconds.


"What's the matter, Colonel Sandurz? Chicken?"
We know that the whole process explained may sound intimidating and yet it is. Nevertheless
technology always progresses to the benefit of the amateur subsim enthusiast.


Submarines traditionally struggle at the surface in bad weather. And in Modern Naval Warfare we
take no shortcuts as far as physics are concerned.


Virginia class submarines are using much of their sophisticated technology (fly-by-wire, auto-
trimming and auto-hovering) for the purpose of reducing the work load and the number of the
operators. Therefore, the Helmsmen, Planesmen, Chief the Watch and the Diving Officer have
been replaced by two Pilots and in most cases only one is enough to pull through most of the
tasks needed in standard operational procedures.

In retrospect that is not very good for us financially wise. We would sell 4 copies of the
game if we modeled a 688 LA class sub ed.

The player will have the freedom of using any of these technologies to his/her benefit. If
however this still sounds too intimidating to you there is always the AI that you could put the
blame on if during a surveillance operation the Sail/Fin (tower-like structure found on the
topside surface of submarines) will collide against the keel (the bottom-most longitudinal
structural element on a ship) of an enemy destroyer.

So...
Ladies and gentlemen, grab your joysticks!
Till next time...


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Offline Asid

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Re: Modern Naval Warfare
« Reply #8 on: Today at 12:16:27 AM »
Modern Naval Warfare - Navy Log Book #3
Thu, 28 March 2024




Ahoy, tech enthusiasts and oceanic visionaries! After a brief hiatus, the Navy Logbook Series is making a splash back into the scene this year.

We're committed to delivering a new logbook every month leading up to the simulator release and beyond, so keep those eyes peeled on the screen of the photonic mast.

In this edition, we're pulling back the curtain to introduce the team—actually, they'll be introducing themselves. You're likely familiar with the two dynamic Maslas brothers, Kyrmitsos and Kyrgiannis, one is good looking and smart, the other is smart and good looking!

But behind the scenes, there's a fresh squad of up-and-coming developers and 3D artists who recently joined our studio.

Amidst their challenging tasks, our talented team graciously took the time to answer some questions about themselves and their contributions to the project. Rest assured, no developers or 3D artists were harmed or injured during the course of this interview.

So, plunge into the pixelated depths with our coding and artistic crew as we set sail on a journey to craft Modern Naval Warfare, a simulator that'll have you exclaiming, "the sonar, the merrier! (I know, it’s a bad joke but I had to do it).

Let’s start!

Michael-Evangelos Diamantis (MAD) - Game Developer, QA/QC and Integrator.

I'm currently 23 years old - soon to be 24! As a character, I find myself constantly evolving, learning from experiences, and cherishing the relationships that shape me throughout my life.

With a small background at programming that started as a hobby back in to 2012, I began experimenting with various Game Engines, Programming languages and steadily began self-teaching myself through high quality programming books and of course a lot of tinkering. The rest is history because I've lost count of how many things I've done since then.

I joined the studio in 2022 because aside from the Maslas Bros being a damn good, internationally recognized development studio (OBVIOUSLY!) I chose to apply for the position of the -then- Internship Game Programmer to hone my skillset and further develop my programming skills in my line of work. As to why they chose me, aside from my then skillset they saw the "spark" and passion about my work and hobby called programming.

In the span of one year with them, I've developed several features (and bugs) inside MNW and not only these. I really can't "count" the things I'm doing in the project because it's a "love about my work and the subject of it" not "work I have to do so I get paid" situation.

I am a gamer, of course! I've played countless games in my lifetime and I've yet to play even more! Right now, I'm playing Baldur's Gate 3 and - still - trying to play Command (it's hard).

I am using a PC for everything except couch-gaming, this is where the consoles win.

Outside work I like to socialize, partying, make new friends and NOT stay inside in a Saturday night - although I do so many times heheh. When I'm not doing any of these I like studying about my field, playing games, having a coffee with a friend and trying new things. LEGO building is my guilty pleasure...

My favourites games are TESV: Skyrim, Cyberpunk 2077 and of course every LEGO game in existence. In the field of books, I'd say that the following are must-read:

    When Nietzsche Wept - Irvin D. Yalom

    The Anti-Christ - Nietzsche

    Ecce Homo - Nietzsche (still reading it for the 4th time...)

As of movies I love any kind of movie but psychological thrillers/horrors, action-packed and fantasy/sci-fi movies are my go-to e.g. "The Shadow People" or any John Wick and Harry Potter movie. My music taster varies based on my mood, but my non-changing music group is Rammstein. A martini Bianco with three ice cubes - other drinks do not exist.

Petros Daskalakis (DSK) - Game Developer

Well, I'm 20 years old and as far back as I can remember, I was always obsessed with consoles and computers. Even though my age, you would always catch me playing some very old school games, mostly 2D top-down or platform games.

From an early age, I loved the idea of programming and the opportunity it gave people to transform their ideas, in functional realities. The ability to bring concepts to life through code fascinated me. So, because I played those classic video games that gave many children like me moments of freedom and joy, I decided to become a Game Developer, so through my ideas I can give to other people those exact feelings I had while I was playing.

I join Maslas Bros because of my good posture? Well, who wouldn’t want to work with highly experienced developers and passionate people about their work? Since then, I've been involved in a variety of aspects within the project, including widgets development, tools creation, and systems managers.

I've been a gamer since I could understand how a console or a PC works! Currently, playing Shovel-Knight: Dig and Cyberpunk 2077 (yes, two completely different genres I know, don't judge me for being diverse...) I really don't have a preference between PC and consoles. I started my gaming addiction with an NES and then followed with PCs and other consoles. Anything that can run a videogame is good enough! My favourite games are Mario & Luigi: Bowser's Inside Story, Crash Bandicoot, Days Gone and Hellblade: Senua's Sacrifice.

With my free time, I mostly blast some music on my headphones, play guitar, I pursue photography as a hobby and of course gaming. Should I say that I try to socialize? Well, I'm a very social person so I try to have fun with my friends and family also!

Music is a big deal to me. I listen to lots and lots of Blues and Soul music. Favourite music group I'd probably say Snowy White & The White Flames, but I listen a lot of solo artists like Rory Gallagher etc.

My favourite drink is Whiskey...just any kind of Whiskey is good for me.

Evagelos Vasilakis (ZX) - Developer and Technical Artist.

I'm currently 21 years old, I enjoy winter (despise summer) and believe Windows 7 was Microsoft’s best OS (ok and maybe 2000). Back when I was 10, I discovered a "making of Halo 2" documentary, fiddled with game engines after and got hooked.

Well, I choose to work for The Maslas Bros because I wanted to work with games (or simulators) and they were making one! They also periodically feed us quality food which is a great bonus! The best part about my role as my tasks can range from Explosions and Shaders to the studio infamous zx map scalebar. Currently I'm working on water based explosions and I believe Damage modeling is next.(I make ship go boom)

When I am not working for the studio, I try and keep up to date with various games but I usually end up playing either the same old ones I enjoy (Halo), and yes, my favorite game is Halo Combat Evolved but I also like dabble with borderline ancient titles (Quake, Unreal, Half-Life, Wipeout etc.) on PC and Xbox 360 (specifically).

Outside work I enjoy coffees (and cocktails), limited socializing (I'm a cave goblin) and would you believe it dabbling with stuff on my computer. This usually entails failed attempts at Visual FX or studying/whining about Unity and other software. I also sometimes fiddle with music (my favourite music group is My Chemical Romance). The movie I like the most is Hackers 1995 (not a joke). Finally as you asked, what I like to drink, I will say anything with Mastiha liquor. (or lemon soda)

Andreas Konstantakopoulos (Learie) - Junior Game Developer

I am currently 24 years old going for the big 25. I am a very passionate for what I do in life whether that's working or playing video games whenever I have free time, I try to give the best parts to of me to what I m passionate about. I am very considerate of others, and I try to help out my coworkers whenever and however I can.

The inspiration to become a game developer came after years of being a casual gamer playing Pokemon, Call Of Duty and World of Warcraft I felt like this was my calling.

I recently join the studio, it is one of the very few Greek development team in the Greek gaming community and I m very happy I chose to work for them especially when I met the rest of the team. I m in training and for the time being I m still learning

As I told you earlier, I am a gamer and of course I play video games the game that i play a lot lately is World of Warcraft with some single player games along the lines. I don't have an issue with the platform because it really depends on the game for example if there is a game on console, I'll play on my PS4 or Nintendo Switch it really depends on what I feel like playing.

During my free time, I generally go out with friends and hopefully I’ll start going to the gym soon but I m mostly spend my time gaming.

Apart from that, Pokemon Emerald and WoW are my favorite games. John Green's "Looking for Alaska" is my preferred read, while Bring Me the Horizon takes the lead as my favorite band on the music front. Shrek is my favorite movie, and when it comes to beverages, I have a penchant for Weiss beer, especially for those in the know.

Nicolae Laurentiu Dulca (Dulcan) - Junior Programmer.

I am 23 years old. And I enjoy to learn new things and to constantly evolve.

Since I can remember myself, I've enjoyed playing games and I kept saying how interesting it would be to create one myself. So when i was in high school, with the support of my computer science teachers, my journey into programming began.

I join the studio last year and one of the many reasons is that they do something unique. Now that I've spent some time with the team, I really like working with the other members of the team and the vibe it has. They're not creating another shooting game. For the moment I am in training and learning a lot of new things.

As I said above, I've been playing games for as long as I can remember (my favorite game is Hollow Knight). I'm currently playing "Cookie Cutter". On the platform, I don't have a preference, I consider PlayStation a more "cosy" solution and the PC a more capable for better experience in games like Cyberpunk.

When I have free time after work, I enjoy listening to music (my favorite music group is Twenty One Pilots), walking in parks, and going on day trips. For me, the best movie is Deadpool and the book is The Da Vinci Code, and finally as you wanted to know, my favorite drink is whiskey.

Nick Michalopoulos - Game Developer/Programmer

I'm 25 years old, an only child and hail from Athens, Greece! In general, I try to assimilate and cherish all the knowledge and experiences I can while I am able, in order to better myself every way I can. I used to study Physics for a few years before acquiring my Computer Science degree, I love music and games

Ever since I was little I loved video games. Growing up, my way of thinking got a lot more analytical and this love turned into fascination, then into curiosity. So when the opportunity to study programming presented itself, I knew that was what I wanted to do.

I've worked for Maslas Bros for the last six months. I was very intrigued when I saw MNW; the combination its big scale and the small (at the time) size of the studio really impressed me. I also loved the concept of a submarine simulator, as well as the Maslas Bros' personalities. Now as to why they picked me, I have no idea. They say it was something about my decent mathematics and physics background, my personality and my potential, but I don't believe them!

In the span of this time I've developed a number of different tools, features and, of course, a lot of bugs and unstable code. Overall, I adore what I do, so it's hard to actually quantify my work; however I try to be involved, in any way, in a lot of different parts of the project, because I like learning new things

I am a gamer both PC and consoles and most likely will continue being one for the rest of my life. Currently I'm playing Resident Evil 4 Remake, Pokemon, Yu-Gi-Oh!, Dead By Daylight while anxiously waiting for the PC port of Spiderman 2 and God Of War: Ragnarok (to my bosses if you're reading this: of course this answer is hypothetical in nature, I spend all of my waking hours working on MNW and my absolutely-minimum-necessary-sleeping hours dreaming about how I will be working on MNW when I wake up/subconsciously working in my sleep!)

I generally have a reputation for doing a lot of things in my spare time, to the point where I don't have time to do all of them well. Except for playing games, I also study the guitar, singing and music theory and psychology. Furthermore, I work out a few times a week, and dabble in the art of handcrafts and miniature/replica painting and chess.

I cannot for the life of me pick a single thing of the above that is my favorite, due to me being extremely indecisive. If I can give a generalized answer for each, it would look like this: For games: God Of War (old & new), Uncharted, Darksiders, Dead By Daylight, Smite, Pokemon, Half-Life, Spiderman, Tomb Raider (old & new), Assassin's Creed, all the LEGOs and more that I'm certainly forgetting!

On the books side: Harry Potter, Percy Jackson, Sword of Truth, Mortal Instruments, Eragon, Greek Myths (by Stephen Fry), the Odyssey, Iliad, It.

Some of my favorite group and single artists are Bon Jovi, Garry Moore, Billy Joel, Queen, Scorpions, Evanesence, Kelly Clarkson, Green Day, Paramore, Pentatonix, The Beatles, Ed Sheeran and many more

As for movies, I love most genres, with horror and fantasy being my go-to; some examples include Star Wars, Harry Potter, all the famous horror and slasher movies of the 80s/90s and their sequels, Kung Fu Panda, most of the superhero movies from the last decade and more.
And finally, I will surprise you about my favorite drink: Nothing beats a cup of good old water!

Konstantinos Lampropoulos – 3D artist.

I am currently 21 years old. I grew up in Corfu, Greece. While I am working I like listening to music or even podcasts sometimes. Also I love coffee, I drink two or three per day (I am not addicted I swear).

From a very young age I wanted to create video games similar to the ones I was playing. Yes I wanted to make AAA games by myself... Anyway I started by making 3d assets and I loved every minute of the process and then soon enough I realized I want to make a career out of it. So I did. And honestly it is a dream come true situation. I always wanted to break into the gaming industry and was lucky enough to find The Maslas Bros where I am mostly responsible of the 3d modeling side of things.

Like my teammates, I am a gamer. Unfortunately I haven't played as many campaign games as I wanted, I am mostly stuck on multiplayer games. The last thing I played was PUBG. My favorite games are the Halo franchise, maybe Halo 3. Personally I play on PC but consoles are great too, in fact it doesn't really matter as long as you have fun.

My free time is mostly about spending time with family and friends, watching movies (and since you asked about my favorite movie I will say Parasite - 2019) and TV series. However, I really want to learn how to draw so I think I am going start doing that.

As for book, it’s hard since I not an avid reader but if I have to choose one, it will be Stranger by Albert Camus which is fantastic. Musically speaking, I am a Kanye fan. Finally, when it comes to drinks, I'm a wine enthusiast.

Christina (Qui) - 3D artists

I am 30 years old, (sadly) and I was a waitress for most of my life until one day I woke up and I realized I hate talking to people. So I tried to make some money to enroll to SAE College in Athens and start a different career doing something I like at last. That actually DID go well.

Since I was a kid I loved playing video games with my brother, and since he had kind of a rich godfather every year on his birthday he bought him gaming consoles. (My godmother didn’t remember my existence). I continue to play games as an adult and realized that this was not a "phase" as I thought and I decided to contribute in the gaming industry.

First of all. I really needed the money to not die of starvation. BUT to be honest when we did the interview, I really thought the vibe was so good and I knew I wanted to work in that kind of environment. I also liked the idea of working in this project cause they showed me how organized this company is and how the whole vision has inspired them.

Here at the studio, I mainly do the 3D texturing in Adobe Substance Painter but also I’m trying to learn how to do 3D modeling in Blender. We did learn modeling at the college but sadly we did it in 3Ds Max which is my arch enemy.

I am a gamer since birth PC, I think and right now I’m replaying Baldur's Gate 3.

I’m very fond of sleeping (he he!). I also love gaming in case I didn’t mention. I try to go the gym because at 30 if I don’t my whole body decays and hurts and dies. I listen to music and I go do different activities with my friends like bowling, cinemas and escape rooms.

My favorite game hands down is Baldur's Gate 3, I just can’t comprehend the level of dedication needed to make such a good game. As for movie it has to be Interstellar and for music group, I’m going to pick The Jonas Brothers, joke aside, I love the Archive a lot. And since you ask my favored drink, it has to be the hated by the whole world: Campari & tonic with a peel of orange (I know, I'm a psychopath!).



As we reach the end of this post, I want to thanks the incredible developers and 3D artists for generously sharing their time, a bit of their personal life and insights during the interview for this first Navy Logbook of 2024.

Their willingness to delve into the details and provide valuable perspectives has truly enriched the content. The passion and dedication they exhibit in their work are evident. Cheers to their exceptional talent and commitment to pushing the boundaries of innovation in creating Modern Naval Warfare!

We will continue to deliver more insight and unique content of the development of Modern Naval Warfare in the following months.

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