Vampyr

Publisher: DontNod Entertainment
Platforms: Playstation 4 / XBOX One / PC
Release Date: TBD 2018
Contributions: Narrative Design, World Building, Character Creation


A NEW CHALLENGE

We had known DontNod from the Remember Me days where we had translated and adapted the English scripts and in-game texts from Stephane Beauverger’s French. It was a great game that we loved and when asked to join the project in the same capacity, but this time adapting a first script draft in English, we joined the project in a heartbeat.

Vampyr

INTERTWINING NARRATIVE DESIGN

Vampyr was a much larger challenge - a demanding narrative gameplay that allows the player to kill practically anyone they meet in the game. This requires numerous branching dialogues and an intimate understanding of the multitude of story arcs and the evolutions of each character.

Vampyr

AN INTEGRATED, AGILE APPROACH

Four writers worked on the texts alongside the two writers at DontNod over a period of four months, working in parallel with Stephane and his team. It was challenging but truly exciting to work on such an ambitious and well-written game. Stephane created a lead character with an icy and intensive personality.

Vampyr

RECREATING HISTORY

The story is set in WWI London, which required a good deal of language and period research. Three English writers and an American formed our team and the hot topics were always around how people spoke way back then. We worked hard to avoid all anachronisms and assure that the vocabulary of the cast respected both class and period.

Vampyr

DRIVING IT HOME

The work delays were tight and intense. This is an ambitious game. The teams at both Focus and DontNod were not on their first rodeo, however, and experience and perseverance brought this project home. We are looking forward to playing it very soon.