1. Still Wakes the Deep
  2. News

Still Wakes the Deep News

Still Wakes the Deep on IGN Fan Fest

Be sure to tune into an exclusive Behind the Scenes look at our development process at this year's IGN Fan Fest... 🌊

6PM GMT start, watch the stream any time after that! ⚡


[previewyoutube][/previewyoutube]



UPDATE, Update!

Here is the mini-documentary Design | The Blueprints of the Beira D in its entirety. In it, our Lead Designer Rob McLachlan and Senior Game Designer Jade Jacson give insights about the environments and atmospheres the player will get to experience in Still Wakes the Deep. 🌊

[previewyoutube][/previewyoutube]

Development Diary Part V - January '24

Hi all,

It's been a little while, right? December was a short work month so we didn't provide an update, but whoa, 2024 has certainly already been very intense! The development for Still Wakes the Deep is reaching its busiest point, last items added, bugs are being found, and taken care of! Oof, it's this fascinating stage where you finally see the game in its marvellous entirety, but also, you know when you read the same text too many times, you begin questioning every letter, ha! Tonnes of great content here by our Dev team, giving awesome insight as to where we're at. Enjoy!


[h3]Art / Animation / Lighting [/h3]

→ Research / Moodboards

The Art team is incredibly busy with the latter stretches of game development so we asked Environment Artist Gabriela Woch (who is now working on another project in our studio) to tell about how she helped with the research for the environments we see in the game, that were collated at the beginning. Gabi's extensive mood boards and meticulous notes helped to bring about to much of the game's eventual atmosphere! Here is her text on her process:

The purpose
Before we even started, we knew that we wanted to make the characters and the story as grounded as possible. And given the event was planned to take place in the 1970s in the North Sea, we realised that we needed to do the research.

How come it's me doing it?
This was a team effort with almost everyone taking part in the research. However, given that I have a degree in Costume, where most of my role as a costume designer was to investigate the fashion for the time period of any script I was given, this task fell nicely into my skill set; so I undertook most of the research for Still Wakes the Deep.

The fun
The most fun and interesting part of my job was watching many video archives. Not only did they provide exactly what we needed in terms of aesthetics for the rig, but also how people interacted on their steel island, particularly about how they communicated and worked with heavy machinery. These insights gave us many ideas for the design of the game as well as creating an atmosphere that looks and feels real.

The hardest part
The tricky part of the research was making sure the assets we were finding were not American as they tend to pop up more in the media than British versions. The other challenge was that if I was looking for an object that I couldn’t find a reference for in time, I would have to improvise by sourcing references from either genuine photos of that era or watching Scottish and English documentaries, television shows, and films. Even so, we still occasionally needed to change some of the props during production when we realised those objects didn’t actually exist during the '60s and '70s.

If I have to pick and choose my favourite Mood boards, the first one will have to be the first research I ever conducted, as it cemented my role as the Researcher for the project.



My other favourite findings were the ones with the most random things that ended up on an oil rig at the time. Seeing how the workers lived their lives on the rig and what they did in their downtime. It just makes everything more real and grounded at the same time.





- Gabriela Woch, Environment Artist and Researcher



[h3]Audio[/h3]

→ Dear Diary,

Another day, another round of aligning hand touches and footsteps to animations. It's become as routine as brushing my teeth in the morning. Ah, the glamorous life of a game Audio Designer!

Many people seem to think being an Audio Designer means creating ‘boing boing’ sounds all day long. And to be honest sometimes, whilst waiting for a level to open at a speed that aligns with my level of patience, I catch myself secretly wishing that my job really did revolve around perfecting the art of ‘boing boing’.

Despite the lack of creative sparks in these final stretches, I also reflect on the progress we've made with the game's audio. It fills me with a sense of accomplishment and that extra bit of motivation. Who knew that crafting background noises for phone conversations could be so oddly satisfying?

As I power through these stages, I'll hold onto that spark of motivation and keep my eyes on the prize.



Until next time, dear diary,

- Veronika Davies, Sound Designer



[h3]Code / Programming [/h3]

→ Coding Interactions

While exploring the oil rig in Still Wakes the Deep, we want the players to feel as if they’re operating the machinery of this industrial superstructure. As a gameplay programmer, I work with the designers to make interactions with the world as intuitive and immersive as possible. Part of that is making the UI feel clear and responsive – so that the player can work out what to do easily. Choosing input that mimics the actions of operating a machine helps to immerse the player more. For example, gripping a gamepad trigger to grip a handrail, or pulling down on a joystick to pull a lever.



Getting the interactions to feel fun and intuitive is a tricky process that requires lots of iteration – the interaction systems in this game have been changing throughout the entire development. To make this easier to develop, I’ve engineered the interactions to be data-driven and modular. Changing the input for an action or rearranging the sequence of events needed can be done without having to rewrite and compile code. The steps of the interaction can be built up to form a complex sequence involving UI prompts, input responses, animation, and sound. Moreover, the interactions are tied into the scripting system so that can affect the state of the game world when used.

Interacting with the world in Still Wakes the Deep should feel satisfying and help immerse the player as they explore the oil rig.

- Adam Meredith, Senior Programmer



[h3]Community / Comms [/h3]

→ The jig is up

We can't wait for players all over the world to get to explore our Beira D. A sparkle of an idea by our Lead Creative Director Dan Pinchbeck, “The Thing on an Oil Rig”, nurtured by his writing, brought to life by our incredible team, all their talents showing through. It's one hell of a pitch, and now it's time for us to show we did it justice. But it all got me thinking...

Recently I watched and was utterly transfixed by The Curse – a series crafted by Nathan Fielder and Benny Safdie – I really adored its ambitious, uncompromising artistic decisions. But some call it the last of the prestige television. Projects like that – just pure forms of artistic expression, they just don’t get funded anymore apparently.

[previewyoutube][/previewyoutube]

What was started with Twin Peaks and Sopranos, people say, is about to grind to a halt. Similar conversations are happening in games – indies are not getting as much new funding and the AAA space is often filled with franchise releases. The space for a game like ours – original, narrative-driven experiences which are focused and don't outstay their welcome – is perhaps tough to find. So that pressure is on.

It may sound grandiose, but seriously I feel like this game carries a responsibility to prove that these kind of passion projects can be viable in the market, that there is an audience for them, that the global player base is mature enough to embrace such projects. We'll face the music and find out soon enough – our excitement and nerves are building in equal measure – but the popularity of this game could hopefully help show a path forward for other similar projects. Our own future titles included! For me, Still Wakes the Deep is A Movement. ;D Self-congratulatory, much? Ah, maybe, but I’ll always stand for art out there that is different, offers unexpected meanings, and challenging emotional encounters. Still Wakes the Deep gives all that in spades!

- Marijam Didžgalvytė, Senior Marketing Executive



[h3]Design [/h3]

→ Close enough

During the production of any game there is an inflection point. Your thoughts drastically shift from the creative endeavour, the journey the team is making to create the game, to the goal of turning the game into a releasable, stable, coherent object.

This goal often ends up being very urgent and requires many decisions and trade-offs about the time remaining and what the team perceive to be the most important things to fix before release. There are so many things you think... we really cannot ship that! But what you might notice is something that a player would never perceive - and instead there's something that the player would notice, which is hugely more important.

The main force for good is that during this time the team is at the peak of its knowledge about how the game and its systems should work, so great progress can be made in a very short time.

In addition, things that didn't really make sense in the game before either start working suddenly, because their supporting features are added - or stick out so much that they are easy candidates for surgical removal.

But steadily the issues do get fixed, the bug list does shrink, the tasks disappear.



However it's undeniable that there are sometimes hard decisions to be made. There's a finite amount of time, a finite amount of work that can be done in that time, and a whole horde of requests and bugs that are fighting for inclusion and priority.

In addition to our bug database we have Miro boards with global and per scene issues which need triage and agreement for what the fix for the issue should be. It's about what we should do versus what we can do. What's the best fix, and what's the best fix?


(Just some of the issues fighting for ascension into a task or bug)

It's sometimes painful to let go of a creative project, how to decide when it's done. It has taken over your creative life, all your decisions seem to be about cutscenes, or script lines, or what follows what and how.

Somewhere under what you'll play, visible perhaps by X-Ray examination, are all the previous versions of Still Wakes the Deep; a palimpsest of ghostly images... where everything we tried before has been superseded by a new final image: set, varnished and framed.

- Rob McLachlan, Lead Designer



[h3]QA [/h3]

→ QA as a Fan

Recently I (Leon) jumped onto Still Wakes the Deep to support the team in QA as we march forward towards launch! Despite being with the company for nearly a year and a half I had, rather notoriously, avoided watching / playing anything for Deep as I'm a big TCR fan and greedily wanted just one more game as a player! (I’m sorry Design team!)

However, this also put me in a rare internal position of being able to offer reasonably fresh eyes and unbiased feedback to the team. As a result, my first few days were spent playing the game (wow it did not disappoint!) and then discussing my experience with the team and creating a small feedback report of sorts.

It’s a tricky balance in game development keeping an objective eye on something you spend years looking at day in and day out, so getting an unspoiled perspective is a rare and valuable thing. I'm hoping the feedback/player experience takeaways I had to offer help in some small way to signpost those gleaming areas of success and file down the rough edges to help make the best game The Chinese Room can.

- Leon Holmes, QA Tester



[h3]Misc[/h3]

Many fascinating beats are coming up as we ramp up the awareness campaign, but just wished to really highlight this brilliant interview with our Lead Designer Rob McLachlan that just came out on GamesRadar. The author really gets the project and Rob did a great job in explaining many of its intricacies. We hope you enjoy! See you at the end of Feb, though there may be more news from us before then, too. :)

Still Wakes the Deep’s first Award nomination unearthed

Hello all,

We are humbled to confirm Still Wakes the Deep is nominated for the Most Anticipated Award in the inaugural Debug Awards, taking place on February 2, 2024.

The Most Anticipated Award is voted for by the fans, so please consider casting your vote for Still Wakes the Deep today: https://www.teamdebug.com/awards/vote




Development Diary Part IV - November '23

Hello all,

As we break for holidays soon, we're leaving behind a massive year - a year of finalising a title that we're so proud of and that just oozes that TCR DNA. In that year, we've been also lucky enough to announce the title to a brilliant response. EDGE Magazine cover, articles on all major press, the excitement is real. Well, let's wrap up the year with a few impressions / anecdotes as to what the team has been mulling over.

[h3]Art / Animation / Lighting [/h3]

Part I in the previous Dev Diary.

→ Inspiration - Scotland

The place itself. Our creative Director, John McCormack, along with others in the company originate from Scotland, so they know this weather well. I myself have spent a long time in Scotland and experienced it first hand, it’s not something you forget! Between us, we’ve felt enough rain and wind for a lifetime.

Other inspirations come from films with similar settings. For example, Local Hero (1983), which is also set in Scotland, has a few shots within the film that serve as a time capsule of the early 1980s during those foggy and bleak days. Moving further out of the United Kingdom we have a film called The Return (2003), a Russian coming-of-age film, which is another great example of that dreich feeling.

Both films have a grainy and 1980s style toning to them, which lends itself to the feelings we want to portray. Nothing is bright, or sunny.

Local Hero (1983) – Set in Scotland


The Return (2003) – Andrey Zyagintsev


- Luke Norman, Senior Lighting Artist



[h3]Audio[/h3]

→ Composer Announcement

As we’re working towards completing Still Wakes the Deep, I would like to take the opportunity to lift the veil on what we’ve been up to for this game’s music. The Chinese Room has a history of releasing games featuring magnificent scores and of course we wanted to do that heritage proud for this title.
While a horror game, Still Wakes the Deep’s premise aims to instil more than just fear and terror, with its story deeply rooted in the complexities of family and relationships. It was important for us to work with a world-class composer who can navigate this fine line of emotional intricacies.
So I am very pleased to announce that for this game we are working with the excellent Jason Graves. He is well known for his groundbreaking, terrifying work on the Dead Space franchise, his beautiful, melodic and sweet scores on both Moss titles, as well as a mighty impressive list of other projects. It’s that wide range of aptitudes that drew us to him.
His approach has brought us a unique blend, merging emotional depth with an appropriately industrial sound. He has combined unconventional, hand-built sound sources with traditional instruments to create a haunting atmosphere that we feel complements this game’s narrative perfectly.
We are very excited about the result and greatly looking forward for you to experience it yourself when the game comes out. In the meantime, we have created a minidoc that goes a little bit into the process behind the creation of this score. You can watch it below:

[previewyoutube][/previewyoutube]

- Daan Hendriks, Audio Director



[h3]Code / Programming [/h3]

→ Shout-out to Inkle

How do we tell a story from a technical point of view?
We developed a way of describing the story as a sequence of events that the game engine can interpret, we call this Mission Scripting.
Mission Scripting is a high-level way of representing a sequence of events that the player needs to solve in order for the story to progress., it looks a little like a flow chart.
As an example, you may need to find a key to open a door. Here, our state is that of a locked door, the rest of the story (flowchart) lies behind the door. To progress the story we wait until the player has found the key, & when that happens we raise the 'i found the key' event to the system so that we can progress to the next state in the story, and face whatever is in the room.
Here's a screenshot of how this might look in Mission Scripting.



In a proper game story, there will be hundreds of states, on many story paths. Some of them will involve actions, some of them narrative script, driven by Ink. Combining mission scripting and Ink has given us a very flexible and powerful system in which we can tell stories. We are using these systems on all the titles we are creating. As we got such a step up from open-source of Ink, it only seemed right that we give something back to the community. So we've wrapped our C++ port in a Blueprint-friendly and easy-to-use plugin.
If you're interested in seeing this working, clone the InkpotDemo project from our GitHub and have a play!"

- Nick Slaven, Technical Director



[h3]Community / Comms [/h3]

→ Unwrapping the Candy

A certain feeling kicks in a few months after revealing a project... A post-viral contemplation, of sorts. I’m working through my feelings about it – something that we’ve been diligently hiding for years and years, now it’s the property of the whole world! Our little secret, the mystique of sorts – It's with everybody now. We can only control how the creation is perceived to an extent, but so much of it now depends on how the dear players experience it. We know all the nooks and crannies of the game, all the minutiae of research and execution, but none of this matters unless we communicate correctly as to what this jewel of ours is. So bit by bit we’re introducing more – you've seen some gameplay, you’ve heard some of the inspirations, you’re finding out who are some of the key people putting this thing together. Is it ever enough? Should we tease more, or should we keep that sweet sweet mystery wrapped? It’s a question I ask myself daily as a Comms person. For a while, I thought keeping the mystique was most crucial, but then we accidentally went viral on TikTok for the silliest of reasons and admittedly it's bloody fun. So perhaps more naked content like that? It’s the balance that’s probably key, but certainly at this point in the campaign – where there are still so many questions unanswered, but we’re miles away from six months ago as to how much info we’ve put out there, or maybe it’s just the Holidays season, I’m feeling very reflective...

- Marijam Didžgalvytė, Senior Marketing Executive



[h3]Design [/h3]


→ The Trouble with Fire Extinguishers

One of the more painful duties of the SWTD design team is to go into our beautiful environments and tell our art team to remove things. Why are we so cruel?
Let's illustrate with this very nice Fire Extinguisher asset:



And this other Fire Extinguisher asset:



This issue arose because we have one fire extinguisher that you can pick up. We agreed the asset, made the system, made the animations and the audio, and the effects. All going well.
Then playing through noticed there was ANOTHER type of extinguisher, a really chunky good good-looking one. But this one has not been animated. It's not got effects (this type sprays water, not foam). It's not got bits you can move. In short, it is a real red herring for players.
So as with some other miscellaneous items and configurations of items we had to break the bad news to our environment artists that we needed them to make their environments worse. They'd made things look so good that a phone, a piece of equipment, the way something was put next to something else, looked TOO good, too inviting to pick up and use in a way we could not make work under the design.

So that's the story of why we sometimes take the beautiful stuff out.


- Rob McLachlan, Lead Designer



[h3]QA [/h3]


→ Near the finishing line - Tom's Perspective

Seb's Perspective in last month's Dev Diary. We got two awesome QAs on this project. 💅

As the game becomes more stable at this stage in development a lot more polished features are getting added. Things like different languages and accessibility features. These features (like all) cause bugs initially, but it's so worth it to allow more and more people to have access to the settings they need to play the game in a manner that works for them.
Testing all the different combinations of features can be a challenge as you never know what setting might cause issues with the game mechanics. Luckily, we know the game systems extremely well at this point so very few things get past us.
We do our best here on QA, to make sure the game is as high quality as it can be. Trying to cause issues and playing the game in unique ways to cover as many different playstyles as possible. Prioritising the largest bugs to the more minute issues so that as many people as possible see this amazing game in its best light.

- Tom Grant, QA Tester



[h3]Production[/h3]


→ Dear Santa,

As Christmas approaches, production wanted to tell you that they worked very hard on the schedule to make sure we allow the artist to deploy their full potential during the polishing of Still Wakes The Deep. We are a bit tired, and the climatisation still randomly triggers in winter, so please make sure to send us some comfy mittens, heavy-duty winter socks, and plaids to warm us during the cold season. We will raise the PO, you can send the invoice to the marketing service.

Respectfully yours,


The Production team.



P.S.: The music is really starting to shape up in the game, and it is super cool.

- Executive Producer Bruno Julien




Btw, find us on social media!
Still Wakes the Deep Twitter Facebook LinkedIn
Reddit TikTok
Twitter
Website
Monthly Newsletter

Still Wakes the Deep scores Jason Graves as composer

We're incredibly honoured to reveal that two-time BAFTA award-winning composer Jason Graves will be lending his musical talents to the score of Still Wakes the Deep. The composer's involvement is detailed in a brand-new documentary, that you can watch below, focusing on the sounds and score of the game, unveiled as part of the PC Gaming Show: Most Wanted event.

[previewyoutube][/previewyoutube]
The Chinese Room is known for its magnificent, award-winning music, so it was important for us to work with a composer who could deliver a world-class score to match the quality expected from our games. Jason Graves has been composing video game soundtracks for over 20 years, scoring the music for series such as Tomb Raider, Far Cry, and Moss. His outstanding horror credentials include the Dead Space franchise, Until Dawn, and The Dark Pictures Anthology.

To help match the feel and tone of Still Wakes the Deep, Graves commissioned a unique instrument just for the game's score. Known affectionately as "The Rig", this metal sound structure takes the shape of an oil rig and is used to create the unearthly, metallic sounds that permeate the game's score. To fill out the body of this sound, Graves also used a Moog Model D synthesiser, which adds another layer of eeriness when combined with The Rig.



Elsewhere in the documentary, fans will meet the quartet of musicians providing string and woodwinds for the more human elements of the soundtrack. Graves and studio's audio team also discuss how they collaborated to bring the world of Still Wakes the Deep to life, and how a truly unexpected instrument made its way into the score.

"When I got the email from Daan [Hendriks, audio director] the first time, I was literally like, (gasps)," says Graves in the mini documentary. "The Chinese Room's right at the top of the list for me. All their games have always been so unique and so much fun to play."

Still Wakes the Deep will launch in 2024 on PC, Xbox Series X|S, Xbox Games Pass, PC Games Pass, and PlayStation®5 (PS5™).

Tomorrow - another Dev Diary from us with even more cool info about the project. Thanks so much for all of your support thus far!