

This applies to the little girl, for example can she overcome what she went through as a child and how will it shape her future, what sort of adult does she want to become?" "Can you start over by moving home? Can you overcome your past? These are questions we'll be asking the player. The little girl you see in the trailer, for example, will later become a central part of the tale, where you'll explore how the consequences of earlier actions have helped shape her character and world view. We go back into the past – sometimes a few hours, sometimes a few days, and sometimes a few months – and then we go forward in time too."Īs Dusk Falls is a story told over 30 years.

The game begins in 1999, as the family of three stop off in a motel in the middle of a desert after their car breaks down, only to be faced with another family and a tragedy following a robbery gone wrong. That story is framed around a family moving from California to Missouri, in an attempt to start over from a history of job loss, marital strife, and myriad other relatable human problems that fit decidedly human characters. It's stripped-back animation, but it's consciously stripped back," she says, adding, "it was really important for us to find a visual storytelling style that would enable us to tell the story in the way that it deserved." As Dusk Falls story in detail "It allows us to be really focused on what the characters are meant to feel. With actors filmed on a soundstage, the studio is able to pinpoint subtle facial expressions and body language in the moment, and emphasise it in post with a digital paintbrush – all of which ensures that every shot that makes its way into the game is ultimately serving either a character moment or the broader story.

The development of As Dusk Falls is, after all, a massive divergence from the way Quantic Dream made games a studio which worked under the philosophy that greater polygonal count would make for greater emotional resonance.Īt Interior/Night, Marchal says her team of just 40 has been able to find such success with its chosen style because it can be "really precise and evocative" when framing scenes. "This is actually less time-consuming than doing a complete performance-capture with 40,000 unique body animations for one game," laughs Marchal. We work with real actors and paint each image of the actors to get that illustrative, graphic look" Caroline Marchal, INT/NIGHT We film the actors on a type of green-screen, and then we take that live-action footage and we integrate them on a 3D set." We work with real actors and paint each image of the actors to get that illustrative, graphic look. Marchal tells me that the painted graphic novel style of As Dusk Falls' visual aesthetic is the result of a blurring of lines between 2D illustration and 3D film capture.

As Dusk Falls is less pronounced than Richard Linklater's production, but the similarities are stark and the results impressive. The 2002 cult classic was, famously, shot on a digital camera before being animated using interpolated rotoscope – a painstaking animation technique in which illustrators trace over original live-action footage, frame-by-frame, to give it a distinctive animated look. All I could think to respond was: "whoa, big Scanner Darkly vibes". "So… what do you think?" Marchal asks gingerly she's been waiting for an outside perspective on As Dusk Falls for four years.
