The Utmost Origin: The Founding of Arkane Studios (July 1999)
Section 1: The Foundational Principles of Arkane Studios (July 1999)
- Studio Establishment: Arkane Studios founded in Lyon, France, in July 1999.
- Key Founders:
- Raphaël Colantonio (Founder, President)
- Alexandre Freire (Co-founder, Lead Programmer)
- Christophe Carrier (Co-founder, Level Designer)
- Laurent Brouzès (Co-founder, Design/Writing)
- Core Motivation: A shared, deep passion for the immersive simulation genre.
- Key Inspirations: Classic immersive sims like Ultima Underworld and System Shock.
- Defining Immersive Sim Characteristics (as valued by Arkane):
- Highly interactive environments
- Multiple solutions to challenges
- Deep exploration and discovery
- Significant player agency and consequence
- Initial Goal: To create games that embody these immersive sim principles.
- First Project: *Arx Fatalis* - Chosen as the immediate, practical manifestation of their founding vision.
- Early Technology: Developed their own "Arx Engine" for Arx Fatalis, demonstrating technical ambition to realize their vision.
- Absence of Dishonored Concept: At this origin point, the specific idea for Dishonored did not exist; the focus was on establishing a genre-defined studio.
Section 2: Evolution Through Early Projects and Lessons Learned (Roughly 2002 - Late 2000s)
- Development of *Arx Fatalis* (Released 2002):
- Served as Arkane's first attempt to realize their immersive sim vision (first-person RPG, underground world, rune magic, multiple approaches).
- Learnings: Faced technical challenges with proprietary engine; encountered financial and market realities (critical but not commercially a breakout); refined design principles for level layout, balancing gameplay styles, and system communication.
- Cancelled *Half-Life 2* Episode: *Ravenholm* (Circa 2005):
- A contract opportunity with Valve.
- Reportedly deviated from pure immersive sim (more linear action/survival horror).
- Learnings: Gained experience working with external IP and managing external dependencies (project cancellation risk); exposure to a different engine (Source engine).
- Contribution to *Bioshock 2* (Released 2010 - Development Contribution Likely Earlier):
- Contributed level design and environmental art (e.g., Dionysus Park, Fontaine Futuristics).
- Learnings: Reinforced appreciation for environmental storytelling and detailed world-building; gained experience in a larger production environment and with AAA production pipelines.
- Maintaining the Vision: Despite varied projects, the core desire to create immersive sims persisted, accumulating expertise in key areas (level design, AI, system integration) and reinforcing their core design values.
- Setting the Stage for Arkane Austin: The challenges of a single studio and the desire to collaborate with specific talents (like Harvey Smith) paved the way for the establishment of Arkane Studios Austin in 2006.
Section 3: The Genesis and Early Conception of *Dishonored* (Roughly Late 2000s - Early Development)
- Impetus for a New Immersive Sim: A strong desire within Arkane to create a flagship title truly their own, leveraging accumulated experience and lessons learned from previous projects.
- Raphaël Colantonio's Vision: As the creative lead, pitched a concept centered on player choice, versatile supernatural abilities, and a highly reactive game world.
- Crucial Partnership: Harvey Smith: Formal involvement of veteran immersive sim designer Harvey Smith, sharing a similar philosophy and becoming Co-Creative Director alongside Colantonio. His Deus Ex experience was key for systemic design and consequence.
- Role of Arkane Studios Austin: Austin became a key development hub from the early stages, facilitating the collaboration between Colantonio and Smith and expanding capacity.
- Defining Core Gameplay Pillars: Conceptualizing and initiating prototyping for signature mechanics:
- Blink: As a core movement/ stealth tool.
- Early ideas for other supernatural powers.
- Foundational design of the stealth system.
- Emerging concept of a "Chaos System" for player action consequences.
- Initial Prototyping: Building rough tests for key mechanics (Blink, stealth AI) to validate core ideas.
- Initial World-Building and Artistic Exploration: Exploring concepts for a unique, atmospheric setting (industrial, plague, whaling - early "whalepunk" seeds).
Section 4: Securing a Publisher and Transition to Full Development (Roughly Late 2000s - Early 2010)
- Strategic Need for a Publisher: Required financial resources and a partner who understood and supported their ambitious, non-linear immersive sim vision (lessons from Arx Fatalis challenges and Ravenholm cancellation).
- Partnership with Bethesda Softworks: Bethesda, publisher of detail-rich RPGs (The Elder Scrolls, Fallout), proved to be an ideal fit due to shared values in player freedom and detailed worlds, providing essential financial backing and stability.
- Formalizing Co-Development: The Bethesda deal solidified the co-development model between Arkane Lyon and Arkane Austin, with Colantonio and Smith as co-directors.
- Scaling Up: Significant team expansion in both studios, allowing for specialization.
- Transition to Full Production Assets: Shift from prototypes to building final game elements:
- Committing to a game engine (likely Unreal Engine 3).
- Creating high-quality art, animation, and audio.
- Building full, intricate levels.
- Implementing and balancing all core gameplay systems.
- Refining "Whalepunk" Aesthetic: Full development and implementation of the distinct visual style.
- Integrating Narrative: Fleshing out the story, characters, and lore within the gameplay and world.
- Production Milestones: Structured development process with regular submissions to Bethesda for feedback and oversight.
- Early Marketing Prep: Beginning to prepare assets for public reveal.
Section 5: Full Development Cycle and The Road to Reveal (Roughly Early 2010 - Official Announcement/First Look - 2011)
- Intensive Full Production: The main period of building and polishing the entire game with scaled-up, specialized teams.
- Iterative Development & Playtesting: Continuous cycle of building, testing (internal and possibly external), and refining based on feedback (including from Bethesda). Essential for a complex sim.
- Realizing the "Whalepunk" World: Fully developing the detailed and atmospheric environments and visual elements of Dunwall.
- Implementing and Balancing Complex Systems: Tuning and ensuring seamless interaction between stealth, combat, powers, AI, and the Chaos system for varied playstyles.
- Refining Level Design: Iterating on levels to maximize player choice, exploration, and emergent gameplay opportunities.
- Integrating Narrative and Lore: Ensuring the story and world details are seamlessly woven into the gameplay and environment.
- Quality Assurance (QA): Extensive testing to identify and fix bugs and polish the experience.
- Preparing for Public Showcase: Creating professional marketing materials (trailers, demo builds, press kits).
- Official Announcement/First Look: The formal unveiling of Dishonored to the gaming world – a major milestone that generated initial buzz and introduced Arkane's latest ambitious immersive sim project.
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