The idea itself came from researching middle ages and noticing how often we stumbled upon the Right to Asylum. Katarzyna Tarnacka: The Bazaar is actually my personal favorite of all locations in Dying Light 2 Stay Human. Can you tell us about the design of this area? Techland / Anna KrzemienģDVF : The Bazaar is an iconic location: an old church turned into the Survivor’s headquarters. It’s hard to catch up all of that experience and knowledge with just references or visiting briefly. You can explore the designs more deeply if you know them accurately and grew up surrounded by them. It’s always more natural to create the space we know very well than rely on references of places that we know only from travel. Having this multitude of form, shapes and scale available for us allowed us to provide many different parkour experiences for the players.Īnother thing is the fact that we know Europe very well, as most of our development team consists of Europeans. It gives a broad spectrum of styles and architecture types to explore which was important for us not only for the artistic point of view, but also because of the gameplay. Katarzyna Tarnacka: The first thing about setting is European architecture supporting in a very natural way the medieval or middle age style we wanted to include. ![]() How did you approach this location, which features various districts? ![]() ![]() Techland / Kasia MikulowskaģDVF: Dying Light 2 Stay Human is set in the city of Villedor, which is set in Europe. The Art Department consists of over 40 people. Katarzyna Tarnacka: There are over 400 employees at Techland right now. That way we were able to keep both and the world became much more interesting in my opinion.ģDVF: What was the size of the art department team during the production of Dying Light 2 Stay Human? That partially made us put more emphasis on the division of the world – ground belonging to the infected, being lost, and rooftops belonging to humans, full of life. We did some consulting on how the world would be perceived and the results confirmed our concerns, so we modified our approach. That resulted in a world that was rather depressing and unwelcoming and we quickly realized that it doesn’t go well with another pillar which was the World as a Playground. Our first reflex was to recreate the feel of the world we think of when we think of middle ages. Maybe a good example here is the exploration of Modern Dark Ages. During the first phases of the production we took those concepts in a few different directions trying to balance them in a way that would give us the results we were aiming at. But those are concepts, and figuring out which way, visually, to take them was a lot of work. For example Modern Dark Ages, World as a Playground, Choices and Consequences. We established a few main pillars of the world during the pre production. ![]() There are many many aspects to that and we knew we didn’t just want more of the same. Katarzyna Tarnacka: The main challenge was to find which way we’d like to push this world further. From an artistic point of view, what were the main challenges of this sequel? 3DVF: Following the commercial success of Dying Light, Techland launched the development of Dying Light 2 Stay Human.
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