![]() ![]() Xbox Series X – 1440p / 2160p (4K) / 60fps / 4 X MSAAĪnton: Is the remaster built using the Northlight Engine, if not what engine does it use? Xbox One X (Quality Mode) – 1440p / 2160p (4K) / 30fps / 4 x MSAA ![]() Xbox One X (Performance Mode) – 1080p / 1080p / 60fps PlayStation 4 Pro (Quality Mode) – 1296p / 2160p (4K) / 30fps / 4 x MSAA PlayStation 4 Pro (Performance Mode) – 1080p / 1080p / 60fps Platform / Render Resolution / Output Resolution / target frame-rate In addition, all the environmental assets have been reworked, along with most of the post-processing pipeline.Īnton: What internal resolution do the different platforms target? If sub-4K: what type of resolution scaling/reconstruction techniques do you use? This was essential – the facial animation is looking quite stilted in the original game now, and if we’d have simply re-rendered the cutscenes at 4k, this would have been even more apparent. All the facial animation has been completely redone, and the characters now use blend-shape animation as opposed to the legacy skeletal system. However, all of the bits that make them up are now different. Our rendering command buffer generation is now multithreaded and will go wide when possible.Īnton: Are the cutscenes redone from ground up or are they mostly better/higher resolution renders of the same material?Īndy: The cutscenes are still put together in the same way that they used to be. It’s true that the original game on PC wouldn’t go particularly wide, but as part of the remaster we will certainly use more core if they’re available. Thomas: The PC version was used as the base, which had quite a few nice code upgrades already compared to the Xbox 360 version.Īnton: If Xbox 360 or if the previous PC port was mostly a quick 360 conversion: games often heavily relied on EDRAM and an unusual configuration of three cores without SMT, did this require much rework?Īndy: We used the PC version of the game as a base, so all the custom EDRAM configuration was already factored out. Seems like a lifetime ago!Īnton: Did you use the Xbox 360 or PC version of the game as a base? This was before the pandemic so we could actually meet them at Remedy. In the end we chose d3t in the UK due to how they impressed us with their technical know-how when they took a look at the project. Then we started talking about doing a remaster and looked into finding a partner for it. From Remedy’s perspective, this started in 2019 when we got the publishing rights for Alan Wake back from Microsoft. It was about 16 months of development work, give or take. Thomas: That always depends…when exactly did this project go from talk to actual development (laughs). We don’t have a complete history of all these minor tweaks that were made, so we needed to render our versions of cinematics and then work out all the differences, and finally work out what we needed to change to fix it.Īnton: How long does a remake of this kind take to develop and produce, from the first steps to a final release? When this was originally done, lots of the shots were done ad-hoc, meaning that the developers would tweak some engine settings (or even a level file) and render the shot. The cinematics are rendered in-engine and exported as videos. The team at Remedy provided advice and feedback throughout the Remastering process on the many facets of art from lighting, grading, character art, animation, post-effects work on cinematics and the final image quality of the Remastered version.Īnton: What was the largest hurdle during development?Īndy: The cinematics recreation has been the biggest hurdle to overcome. It’s been a really useful reference resource, even if a lot of the technology cannot be backported.Īnthony: From an art point of view there was great support network from Remedy via some of the art team who worked on the original Alan Wake, right through to those who worked on Quantum Break and Control and those in leadership positions. This meant that we could look back at what changes were made during the Quantum Break era, all the way up to Control. From a tech point of view, Remedy have been on hand to offer guidance based on their knowledge of the engine, and they’ve also given us access to the full history of Northlight.
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