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- #In sound mind alan wake 1080p#
- #In sound mind alan wake skin#
- #In sound mind alan wake upgrade#
- #In sound mind alan wake full#
- #In sound mind alan wake plus#
This was just a quick whistle-stop tour of the work that has gone into Alan Wake Remastered, but we hope it gives you an idea of the scale of a project like this, and the love and respect that everyone involved has for the source material. A team of artists then set to work adding further detail to buildings, vehicles, and other objects to make sure that Bright Falls is as compelling and dramatic as it deserves to be.
#In sound mind alan wake upgrade#
The environment team worked closely with the programmers to upgrade the terrain itself, adding greater complexity and fidelity to different materials, from dirt and rocks, all the way to the mountains, and more urban materials like concrete and tarmac. The team brought it to life by adding all new details like ferns, moss, fallen leaves, and other ground coverage, alongside improvements to animations like trees blowing in the wind. The forest is a deeply complex environment. With that in mind, we had a dedicated sub-team working entirely on trees and foliage. While the characters themselves are a central part of the game, the environment is equally important and demands as much care and attention as Alan himself. In addition, we also had a dedicated cinematics team updating every single scene in the game (for over an hour of footage in total), integrating everything from the new motion captures mentioned earlier, to more advanced post-production effects. Look closely and you’ll spot loads of extra little details, like hand animations and idle movements. This involved creating new rigs for the characters’ faces, entirely new motion capture for dialogue, and more than 600 additional poses being created to give greater expression to the performances. In the comparison trailer you should be able to spot the vast improvements to the characters themselves and the materials used in their costumes, adding even more realism and detail.Īside from the character models, the animation teams transformed the game by making significant upgrades to facial animations, core gameplay movement, and more.
#In sound mind alan wake full#
A full team of character artists went back to the original reference materials to help make the characters look more like the actors they were based on.
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#In sound mind alan wake plus#
Improvements have also been made to materials and textures in general, plus anti-aliasing, shadows, wind simulation, and increased draw distances.īeing such a story-focused game, Alan Wake Remastered’s cast of more than 30 characters is a huge part of the overall experience and was naturally an area we focused a lot of our time.
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#In sound mind alan wake skin#
You can expect to see re-worked cutscenes with improved facial animations and lip-syncing, richer environments, and enhanced character models that have updated skin and hair shaders.
#In sound mind alan wake 1080p#
So what’s new in Alan Wake Remastered? For starters, the game runs in 4K at 60fps on Xbox Series X, and in 1080p at 60fps on Series S. This means that we’re using the original engine, which can make implementing new modern features very tricky when you’re working with an engine that’s over a decade old. It’s also important to note that we’re talking about a remaster, not a remake. Then there are all the other modern systems to think about – new controllers, updated audio standards, achievements, saved games, and more. Technology has, of course, moved on since then, so a crucial first step was updating the renderer and supporting engine systems to support modern standards. The original release version of Alan Wake was developed exclusively for Xbox 360 and was only later ported to PC, which meant that it only supported one rendering API – DirectX 9.
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The coding side of the project started with creating a baseline, which essentially means converting all of the old systems – the skeleton of the game – into a new version that is compatible with new platforms and behaves exactly as the original did, but allowing for further development. Once that was done, development for the remaster was then broken down into five core areas: coding, environment, characters, animation, and cinematics. All in all, when you consider environments, props, textures, sound effects, UI elements, cinematics, and a whole heap of supporting data, you’re easily looking at around 100,000 individual items. When you’re developing a game from scratch, this happens very naturally as the project progresses – but remastering a game requires learning before you even get started. Data structures, reuse of assets and code, naming conventions, tools, plugins…everything! Think of it like a bunch of scientists putting something under the microscope to examine the cells. To properly remaster a game you have to truly understand how everything fits together and how every element is related and interacts. Hopefully, you’ll agree that Alan Wake is looking better than ever! So, the first step with a project like this is called “cataloguing.” This means breaking down the game into its component parts, going much further than simply listing all the things that make it what it is.
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