Features CDO, Game Director, Technical Director, and Art Director... Covers speed of flight, network sync, and underwater exploration

"Solving Where Legacy MMORPGs Fell Short"... NC Releases Behind-the-Scenes 'Aion 2' Development Video

Korean (한국어) Add us on

To mark the official global launch of Aion 2, NC has released a behind-the-scenes video on the official global Aion 2 YouTube channel, highlighting the development team's goals and process. The roughly 10-minute video features core developers including the Chief Development Officer, Game Director, Technical Director, and Art Director, who personally explain Aion 2's vision and how it was brought to life.

Seung-uk Baek, Chief Development Officer, described the starting point of Aion 2 not as "creating an entirely new MMORPG, but offering solutions to the areas where players felt previous MMORPGs fell short, using our accumulated experience and advanced technology." He highlighted free flight and the ability to visit everywhere in sight—from the sky to the ground and underwater—as key features. The goal was an open world where players can explore without spatial restrictions, rather than just a sprawling field. He also expressed excitement about sharing the game with global players, adding, "Our junior developers accomplished many things that weren't possible in the original Aion thanks to their superior programming skills and design capabilities."

Game Director Nam-jun Kim stated that the focus was on respecting each player's different playstyle. Players seeking a challenge can gain a sense of achievement through strategy and character progression in high-difficulty content, while those preferring casual play can enjoy content like gathering or monster collecting at their own pace. He emphasized that the focus was on expanding choices rather than forcing a specific playstyle. He added that exploration elements were incorporated so players can discover secrets by reaching high places, while aerial scouting during warfare opens up new dimensions of gameplay.

The Technical Director cited high-quality implementation of a massive open world—previously impossible due to legacy hardware performance and engine limitations—as the biggest evolution. Unreal Engine 5's rendering technology enables efficient drawing of more objects while realistically expressing lighting changes based on time and weather. "In conventional games, high places were merely landmarks, but in Aion 2, they serve as playable spaces," he said, noting that they observed players employing creative and unconventional strategies during real battle testing.

Behind-the-scenes details on implementing flight were also shared. The team determined that constant-velocity or simple acceleration movements alone failed to convey a sense of speed to players even if the character moved rapidly. Thus, they introduced dynamic velocity modifiers like descents, wind streams, and speed-boosting circles. A bigger challenge than integrating the combat system into flight was network synchronization. Given the high flight speeds, movement data is shared over 20 times per second depending on the situation, minimizing discrepancies in position and combat registration even in high-latency environments. On the graphics front, rather than using latest rendering features like Nanite, Lumen, and Virtual Shadow Maps (VSM) out of the box, the team custom-improved the rendering pipeline to manage GPU and memory loads.

The Art Director expressed hope that the journey to a destination across Atreia would itself become a memorable experience. The world was designed so that players walking along paths encounter breathtaking vistas, discover unexpected underwater spaces, and witness familiar landscapes take on entirely new forms when taking flight into the sky. The most challenging aspect was creating a fantasy world distinct from Earth. Recognizing that overly familiar environments fail to evoke a sense of another world while overly unfamiliar ones hinder immersion, the team put significant effort into striking the right balance, referencing various films for inspiration. For underwater areas, auditory elements such as underwater-specific sounds were combined with spatial design to craft an atmosphere distinctly different from the surface.

The pet mounting system stemmed from a monster-grabbing skill idea. The developers explained that adapting this feature to pet mounting resulted in a wide variety of mounting postures. Despite the increased workload, they deemed it worthwhile and applied it to all pets.

Future live service plans were also touched upon. The development team noted that solo and party content coexist, with party play designed to be approachable without heavy pressure. The timing of updates will be determined by monitoring player progression speed and play patterns following launch, adding prepared content sequentially rather than releasing everything at once. The global version incorporates fixes and refinements addressing issues identified during the Korean service.

Aion 2 officially launched globally on October 5 (local time) via Steam and PURPLE. According to NC, peak concurrent players surpassed 400,000 upon launch. The global version operates servers across four regions—North America, South America, Europe, and Asia (Japan)—and supports eight languages.

아이온2 AION2
©NC
아이온2 AION2
©NC
아이온2 AION2
©NC
아이온2 AION2
©NC
아이온2 AION2
©NC
아이온2 AION2
©NC
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]