![]() ![]() Lovecraft stories while at the same time giving it a different approach. We wanted to keep the essence of the classic H.P. This mix creates a beautiful, immersive world that makes you want to get lost in it.Ĭonsidering Call of the Sea uses Lovecraftian themes without any of the typical horror elements associated with it, was this challenging to pull off? We believe that this combination is what creates this magical atmosphere because the world is not flat. We wanted to go for a stylized look with hand-painted textures and saturated colors while making use of PBR realistic materials and illumination, translucence, and reflections. Can you elaborate on how you nailed that aesthetic? Guillermo used a mix of baked and dynamic lighting, combined with emissive materials, lightings materials, LUTs, and volumetric fog.Ĭall of the Sea features impressive stylized water with reflections that shine off of canyon walls. It was a challenge because we have different environments with unique atmospheres, and all of them load in real-time, but Unreal Engine 4 helped us overcome this challenge a lot. Our environment artist, Guillermo Moreno, had a deep knowledge of the lighting tools available in Unreal Engine 4, using them to enhance levels, point players in the right directions, and set a magical mood. There was a lot of communication between all departments to make sure art, design, and narrative elements worked hand in hand. We have a fantastic concept artist, José Leote, that sets the illumination for each level, working closely with the design team and the art director to set the mood of the level according to the story. With vibrant god rays and the bioluminescent glow of sea creatures, the lighting in the game looks fantastic. So, we put a lot of care into creating all the different assets players would be able to interact with. That is why every object in the levels had to have a meaning, making you think that a character must have placed it there. During pre-production, we worked hard to create a color script to set this emotional journey, so once we were in production, we knew which direction we needed to go.Īlso, being a narrative puzzle game where puzzles are based on exploration and interpretation of the scenes we crafted, we rely heavily on environmental storytelling. We used color as a way to convey the character’s emotion and evolution inside the game. Can you speak to how you achieved the game's overall look? You will not find jump scares, but instead a mystery and secrets to uncover.Ĭall of the Sea is a beautiful-looking game with diverse, lush, and stylized environments that are filled with assets seemingly crafted with love. Lovecraft, this is not a horror game but an adventure title. The lure of discovering old secrets and mysterious ruins with a hint of the occult just seems to fit perfectly in this decade.Īlthough our game was, to an extent, inspired by the works of H.P. We chose the 1930s to set Call of the Sea in because it is a good era for Lovecraftian stories and also because one of our main inspirations was the adventures of Indiana Jones. ![]() ![]() Why was this setting right for Call of the Sea? The game features an unconventional love story that takes place in the 1930s within a fictitious Polynesian island. Also, those games have beautiful and mesmerizing environments that make you want to get lost and spend hours playing in a slow and relaxing way. In Riven, you can find the puzzles deeply integrated into the world, and you needed to explore and gather as much information as possible to understand how the world and the mechanisms that you found work. On the other hand, we grew up playing games like Myst and Riven, and those games had a big impact on us. Firewatch and its use of colors were among those influences. Being a small indie studio, we needed to have a distinct aesthetic personality that catches the eye of the player. Visually, we wanted to make a game that stood out among the next-gen catalog. I’m glad that you are mentioning those games and movies because they were references from the very beginning. Did the team have any specific inspirations coming into the project? Reviewers have compared elements of Call of the Sea to Myst, Firewatch, The Shape of Water, and more. ![]()
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