Look closely and you’ll spot loads of extra little details, like hand animations and idle movements. This involved creating new rigs for the characters’ faces, entirely new motion capture for dialogue, and more than 600 additional poses being created to give greater expression to the performances. In the comparison trailer you should be able to spot the vast improvements to the characters themselves and the materials used in their costumes, adding even more realism and detail.Īside from the character models, the animation teams transformed the game by making significant upgrades to facial animations, core gameplay movement, and more. A full team of character artists went back to the original reference materials to help make the characters look more like the actors they were based on. Improvements have also been made to materials and textures in general, plus anti-aliasing, shadows, wind simulation, and increased draw distances.īeing such a story-focused game, Alan Wake Remastered’s cast of more than 30 characters is a huge part of the overall experience and was naturally an area we focused a lot of our time. You can expect to see re-worked cutscenes with improved facial animations and lip-syncing, richer environments, and enhanced character models that have updated skin and hair shaders. So what’s new in Alan Wake Remastered? For starters, the game runs in 4K at 60fps on Xbox Series X, and in 1080p at 60fps on Series S. This means that we’re using the original engine, which can make implementing new modern features very tricky when you’re working with an engine that’s over a decade old. It’s also important to note that we’re talking about a remaster, not a remake. Then there are all the other modern systems to think about – new controllers, updated audio standards, achievements, saved games, and more. Technology has, of course, moved on since then, so a crucial first step was updating the renderer and supporting engine systems to support modern standards. The original release version of Alan Wake was developed exclusively for Xbox 360 and was only later ported to PC, which meant that it only supported one rendering API – DirectX 9. The coding side of the project started with creating a baseline, which essentially means converting all of the old systems – the skeleton of the game – into a new version that is compatible with new platforms and behaves exactly as the original did, but allowing for further development. Once that was done, development for the remaster was then broken down into five core areas: coding, environment, characters, animation, and cinematics. All in all, when you consider environments, props, textures, sound effects, UI elements, cinematics, and a whole heap of supporting data, you’re easily looking at around 100,000 individual items. When you’re developing a game from scratch, this happens very naturally as the project progresses – but remastering a game requires learning before you even get started. Data structures, reuse of assets and code, naming conventions, tools, plugins…everything! Think of it like a bunch of scientists putting something under the microscope to examine the cells. To properly remaster a game you have to truly understand how everything fits together and how every element is related and interacts. Hopefully, you’ll agree that Alan Wake is looking better than ever! So, the first step with a project like this is called “cataloguing.” This means breaking down the game into its component parts, going much further than simply listing all the things that make it what it is.
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