Now that As Dusk Falls is launching into the world, players will jump into the game and experience its unique art style and stunning graphics for the first time.
As we said in our As Dusk Falls review, “the first thing you’ll probably notice about As Dusk Falls is its art style. […] the game does not animate its entire characters. Instead, you see a series of handcrafted stills that mix eye-catching backgrounds with photographed actors and a few animated elements (for example, a character’s hair may be blowing in the wind, but its mouth does not move when speaking). “
Ahead of the game’s launch, RadioTimes.com visited developers Interior/Night in their swanky London office, with the game’s visuals being one of the first talking points of the day.
Perry Allen, 2D Supervisor on As Dusk Falls, presented us with a series of slides in which he describes the game’s presentation as a “cinematic graphic novel”. He went on to say that “every image of a painting” was a mantra during production.
Allen also raved about the game’s lighting, stating that the way a shot is lit can really “activate the emotion” in a scene. It can also, in its own words, “nudge your attention to the right place.” In a story-driven game where your decisions propel the narrative and your actions can get characters killed, these visual pointers can help you find your way.
After the introductions, we stopped by the office of Kris Cho, head of cutscenes on As Dusk Falls. He showed us how static photographs of the game’s cast were dragged and dropped into lovingly designed environments, before being digitally enhanced with a Photoshop-like tool.
But why exactly was this art style chosen? We asked Charu Desodt, production manager, if there were any particular outside influences for this visual direction…or was it just a random spark of inspiration?
Desodt told us: “I think it’s a bit of both. The inspiration definitely came from Mike Bambury, our art director as well. humans.”
She explained, “We wanted to capture all of those nuances in people’s faces and the involuntary facial expressions that we react to as humans and immediately observe and understand. But it can be quite difficult to get that across with, you know, some of the other art styles available.
“And we found it worked really well – it feels new, but within five minutes a lot of people really get used to it. And they fill in the blanks themselves, you know, with the music and the audio, and the sound design. So there’s a lot of innovation in how we approach the creative presentation of this game.”
Desodt added, “I think there’s room for all of these artistic styles. Just like you have different kinds of illustrations in books or different kinds of approaches to cinematography in movies or characters in TV series. I think the art style in games should be as varied.
“We really wanted to have a very unique look,” she continued, “and something where you look at it, and you know it’s As Dusk Falls. So I think we definitely achieved that.” This is a statement with which we also agreed.
Telling us the exact intention behind the art style, Desodt also told us: “The intention was to support the script and all the narration, of a very compelling mature crime drama, but with very human moments and intimate relationships between the people and the characters you’re playing.”
So this is it. That’s why As Dusk Falls looks so unique!
As Dusk Falls launches July 19 on Xbox Game Pass for PC, Xbox One, and Xbox Series X/S.
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