by:
Tim Soret
Category:
Press Releases
Topics:
The Last Night,
Game Development
The Last Night now targets next-gen
Since The Last Night has been revealed in at E3 2017, its revolutionary 2.5D visual style has changed the industry, inspiring many indie games in its trail.
Since then, with next-gen consoles around the corner, we decided to take our original 2.5D visual style way to a whole new level of maturity, quality & production value, as we feel the E3 2017 trailer was only a fraction of what we could achieve.
The Last Night features 100% dynamic lighting: thanks to deferred lighting, our thousands of lights are all volumetric, and most cast shadows. Absolutely nothing is baked, every light can move, animate, flicker, shut down, break, explode, etc…
Originally, The Last Night was supposed to only unfold… well… at night. But we added a day night cycle to the game, allowing us to set our scenes to the absolute best ambiance in terms of narrative fit & atmosphere.
The Last Night’s world now also now reacts to rain & wind: every inch now gets drenched by storm & dries up dynamically in real-time, with a level of dramatic intensity that you’ve only seen in state-of-the-art AAA games.
This visual upgrade opens up many new possibilities in gameplay & storytelling. We can afford much more interesting 2.5D pathing without the sprites betraying their 2D nature anymore, and we have a key chapter of the story that we couldn’t make without it.
We’re also developing unique paradigms for exploration, action, stealth, animations, environments, cinematography, narrative, audio…
We’re leaving no stone unturned. It’s a privilege & an honor to take the time to do things right, and to give our absolute best shot at making this game. And we think this thorough, first-principles approach will crystalize into an incredibly strong & singular proposition for you, the player.
by:
Tim Soret
Category:
Press Releases
Topics:
The Last Night,
Game Development
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