Though new characters were intermittently introduced, the cast broadly focused on a specific set of people. The town had a set number of inhabitants and wasn’t changing in the same way the environments do in LiS2. With Life is Strange 1 we had a broad cast of characters but one that remained in a single location: Arcadia Bay. Although not the highest in asset density, it hopefully successfully creates a sense of loneliness and highlights Sean’s separation from his brother: walking on a vast unknown road through an unfriendly territory. Do we see something similar in Ep4?Īt the beginning of Episode 4, when Sean is heading to Heaven Point, the Nevada desert area is probably the largest location in the game, in terms of visible distance. Into the woods in Episode 1 is the biggest environment to date. Every asset and material contributes and builds towards the unique, captivating look of an environment in Life is Strange. Generic grass, for example, is used in multiple locations, but trees and specific flora needed to be consistent with the part of the country that each episode is set. Only a small amount of props could be reused, which also impacted development time. Given the changing environments in each Episode of the game, were there any environmental assets you were able to re-use, or was it a case of starting with a fresh palette of trees, rocks, and ground textures every time?Įach location had to be bespoke. A high number of lights can significantly slow down performance, but at the same time, they can make a huge difference in the quality of each single shot so all assets in a scene, from character models, to props, to lights, to total number of polygons, have to be managed in order not to reduce the framerate. Performance had to be monitored constantly from asset creation to final lighting pass on each shot. What were some technical challenges for the larger scope of Life is Strange 2? All the memorable places they visited and people they met have contributed to their vision of Life is Strange 2. It was a journey through a continent that made quite a mark in their life and work. And remember, as with our previous blogs: beware spoilers!Ĭan you tell us what research went into some of the environments covered in Life is Strange 2?Įverything started with a trip that the game directors did a few years ago across the USA. To explore the creation of the memorable locations of LiS2, and the diverse cast of characters who live in them, we’ve sat down with Square Enix Art Director Rachele Doimo to discuss how the incredible art teams we work with at studios like DONTNOD bring everything to life The biggest part of world building isn’t just where does this prop go, but asking yourself: why is it there? Who are the people that live there and what effect do they have on the environment, and the environment on them? Creating a world that feels lived in and is a place that makes sense narratively requires both careful environmental and character design. Each environment adds something to the story and they are carefully crafted to feel unique but real: places you could almost go and visit in real life.īut locations only come to life when you put people in them. Sean and Daniel’s journey from their home in Seattle takes them all across the western states of America: from the snow-covered gardens of wintery Beaver Creek, to the drifter camp under the giant redwoods in California, to the arid Nevada desert. At its core, Life is Strange 2 is a road trip game.
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