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VtM: Bloodlines 2 - Developer Diary #13

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jun 13, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Developer diary #13 for VtM: Bloodlines 2:

    [​IMG]

    What are we up to?

    Developer Diary #13
    Summer's here so we figured it'd be a good time to pull back the curtain a bit and show you how a game like Vampire: The Masquerade - Bloodlines 2 is made. This month we'll give you a couple of glimpses into how the magic becomes a game. In this post we're focusing on the atmosphere of the game: Concept Art, Level Design, Lighting and Audio.

    Concept Art
    "For quite a while the Concept Team was working on an Underground area - exploring mood and tone for that section of the game. It took quite a bit of time since it's incredibly detailed. Once everyone was happy with our concepts, we decided to move on to one of the core locations of our city: Weaver Tower, the headquarters of the Seattle Camarilla.

    We already had a basic layout for this area, so we focused on the entrance hall first. This is a large and striking space and solving the architecture and lighting fit was a fun task for the Concept Team. After this, we moved onto secondary places like corridors and rooms. We used the Entrance Hall as a main reference for what we wanted to achieve.

    Like every location, Weaver Tower needed some unique features. We wanted to have something both mysterious, yet ancient feeling. Naturally, the real world provides the best inspiration, and the meticulous care and time it takes for bonsai trees to develop is where we gravitated towards. However, we also wanted it to feel different. So by juxtaposing the organic form of the tree, we designed it to be made of thousands of brass wires seemingly erupting from a Smokey quartz. All of which was achieved in Unreal Engine 5 to really get an established idea of how these statues fit in the space and create the most impact for players. We hope you'll enjoy browsing around these spaces!"

    [...]
     
    Last edited by a moderator: Jun 14, 2024
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