Weekly Report #124
Before we get to the main course, we have a special announcement! The editors of the Polish edition of the IGN nominated several Polish games to compete for the title of the "Best Polish Game" of 2021. Needless to say, Chernobylite is one of these games.
But this is just the beginning! Each nominated game also has a chance to win an audience award in that category. And at this point we count on your help! Please vote for Chernobylite! Voting lasts until June 5. Thank you for all the votes!

[h3]Hello Stalkers![/h3]
Frequently we’re getting a lot of questions from you about the world of Chernobylite itself. For example, why did we decide to divide our game into several smaller areas rather than designing a fully open world. To fully understand our decision, you need to go back to the very beginning. In the next reports, we will be presenting the origins of the idea for dividing the Zone and how we translated this idea into something interesting to the players.
As you probably know, the idea for Chernobylite came from our earlier project - Chernobyl VR Project. We got very interested in Chernobyl, more and more the longer we were traveling there to collect data. We decided that this is a great place and the virtual tour itself is not enough - it was worth making a game there. Furthermore, we had a lot of scanned materials, over time we gained experience with photogrammetry so it would be a shame to waste it all without doing anything else with all this background.

In addition, the very fact of creating a horror game in Chernobyl triggered the imagination of players more than a psychological thriller, the action of which was set in a psychiatric facility (in Get Even, we used a public facility for the mentally ill, founded in 1838 in Owińska and operating until World War II). So we already got the amazing foundation and a location. After that, there was the question how to transfer the Zone to the game.

The scans we did in Chernobyl offer a surprising quality comparable to what can be seen in AAA games with a lot less workload. But it’s not only rainbows and sunshine with photogrammetry, there are some limitations and obstacles with this technology. One of them is the huge amount of memory used - each scanned wall of a building is another texture, the meshes are very complex and many other elements that together weigh a lot. If we decided to include huge locations in the game, they would take up an awful lot of memory space and impact the performance really badly.

In addition, we ourselves - as game developers, but also as players - were a bit tired with the open worlds, where we spend most of our time running around huge maps back and forth, while the actual gameplay takes only a small percentage. All this resulted in the decision to divide our game into specific stages and focus on the essence of the game - on the gameplay that we would refine as much as possible.

But it's not that the idea just suddenly came out of nowhere. It took us a while to think about how to convince the gamers, who are used to open worlds, that what we are doing makes sense. In the end, the solution was brought to us by... reality. When we enter one of the highest floors of the unfinished reactor in the power plant, we can see practically the entire area of Chernobyl and Pripyat. While standing there admiring the beautiful view, we asked ourselves a question: what if the player had such a view every day, and from this perspective they could choose the place they would like to go to? They could also see directly how their actions affect the whole world, without having to run from one end of the map to the other.

This solution also allowed us to circumvent certain technical limitations that usually result from open worlds. But we will tell you about this and the benefits for players of splitting the map in the next section.
[previewyoutube][/previewyoutube]
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook
Follow us on Twitter
https://store.steampowered.com/app/1016800/Chernobylite/
But this is just the beginning! Each nominated game also has a chance to win an audience award in that category. And at this point we count on your help! Please vote for Chernobylite! Voting lasts until June 5. Thank you for all the votes!

[h3]Hello Stalkers![/h3]
Frequently we’re getting a lot of questions from you about the world of Chernobylite itself. For example, why did we decide to divide our game into several smaller areas rather than designing a fully open world. To fully understand our decision, you need to go back to the very beginning. In the next reports, we will be presenting the origins of the idea for dividing the Zone and how we translated this idea into something interesting to the players.
As you probably know, the idea for Chernobylite came from our earlier project - Chernobyl VR Project. We got very interested in Chernobyl, more and more the longer we were traveling there to collect data. We decided that this is a great place and the virtual tour itself is not enough - it was worth making a game there. Furthermore, we had a lot of scanned materials, over time we gained experience with photogrammetry so it would be a shame to waste it all without doing anything else with all this background.

In addition, the very fact of creating a horror game in Chernobyl triggered the imagination of players more than a psychological thriller, the action of which was set in a psychiatric facility (in Get Even, we used a public facility for the mentally ill, founded in 1838 in Owińska and operating until World War II). So we already got the amazing foundation and a location. After that, there was the question how to transfer the Zone to the game.

The scans we did in Chernobyl offer a surprising quality comparable to what can be seen in AAA games with a lot less workload. But it’s not only rainbows and sunshine with photogrammetry, there are some limitations and obstacles with this technology. One of them is the huge amount of memory used - each scanned wall of a building is another texture, the meshes are very complex and many other elements that together weigh a lot. If we decided to include huge locations in the game, they would take up an awful lot of memory space and impact the performance really badly.


In addition, we ourselves - as game developers, but also as players - were a bit tired with the open worlds, where we spend most of our time running around huge maps back and forth, while the actual gameplay takes only a small percentage. All this resulted in the decision to divide our game into specific stages and focus on the essence of the game - on the gameplay that we would refine as much as possible.

But it's not that the idea just suddenly came out of nowhere. It took us a while to think about how to convince the gamers, who are used to open worlds, that what we are doing makes sense. In the end, the solution was brought to us by... reality. When we enter one of the highest floors of the unfinished reactor in the power plant, we can see practically the entire area of Chernobyl and Pripyat. While standing there admiring the beautiful view, we asked ourselves a question: what if the player had such a view every day, and from this perspective they could choose the place they would like to go to? They could also see directly how their actions affect the whole world, without having to run from one end of the map to the other.

This solution also allowed us to circumvent certain technical limitations that usually result from open worlds. But we will tell you about this and the benefits for players of splitting the map in the next section.
[previewyoutube][/previewyoutube]
[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]


https://store.steampowered.com/app/1016800/Chernobylite/