How Still Wakes The Deep was made more terrifyingly beautiful with Unreal Engine 5

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How Still Wakes The Deep was made more terrifyingly beautiful with Unreal Engine 5
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Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World.

Midway into development of the newly released horror game Still Wakes The Deep, developer The Chinese Room gambled and decided to switch from developing usingto discover just how well this roll of the dice turned out but getting there was a creative journey worth exploring.to dig into what went into bringing this gory, grotesque but beautiful and exotic horror game to life.

The game has an intricately crafted world, one that celebrates every corner of a 1970s oil rig, from its industrial bowels to the Boho-designed curtains, stickers and posters with era-accurate fonts, typography, logos and branding." things that are really going to bring it to life as human experience as much as a functioning oil rig," says Laura."We all became massive oil rig nerds."Daily design news, reviews, how-tos and more, as picked by the editors.

All of this came to life in Unreal Engine 5 as the tech team were able to create the"magic", as Laura says, to make use of"so much cutting edge tech" to create"real time flooded environments". Water vapour was just as vital for the atmosphere too, says Dominique:"Sometimes you'll be outside where there's still high moisture, but it's cold and wet. So we wanted to mimic that, or at least try to get a feeling for that with the players' subtle responses to things. We were trying to get the water to look as depressing as it would be in Scotland itself," he laughs, saying:"Or as scary as it would be in the North Sea.

Dominique explains how an artist was hired specifically create some of the organic body horror in the game,"a very creative person would sculpt these fascinating, intricate," but normally this would get lost,"all that sculpt detail" would be removed, because the team had to optimise the game for UE4. Then they moved to UE5 and Nanite and"suddenly we were like, 'oh we can keep everything', so that was just an opportunity… We couldn't really resist".

We had an animation and then something glitched with it it was terrifying because it was unexpectedShe explains:"The animation is an interesting one because we actually were inspired by a bug that happened.

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