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Still Wakes the Deep News

First Look at Gameplay

#XboxPartnerPreview just premiered a first look at a couple of gameplay scenes from our next title Still Wakes the Deep.
1975 Scotland, raging North Sea, steel-clad corridors of an oil rig, and there's something else out there with you...

PSA: Swearing occurs!

[previewyoutube][/previewyoutube]

Our next title STILL WAKES THE DEEP is out on PC & consoles in early 2024.
Wishlist now - https://www.stillwakesthedeep.com



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Development Diary Part II - September '23

Hi everyone,
Welcome to the second Still Wakes the Deep Dev Diary; join us as we continue our deep dive into the game's development. Before we crack on, please allow us to say thank you for all your kind words about these Dev Diaries, we love how they allow us to connect with our community.

šŸ–¤ It's time to find out more about what's cooking in Beira D.

[h3]Art / Animation / Lighting [/h3]
→ The scale of the rig: Part 2

For the first part of the story, see August’s Dev Diary

"When we started moving into production that's when we started to focus on how we were going to achieve this sense of scale that was so essential. One key aspect was having the player move between tight, claustrophobic spaces and very human, domestic ones to provide contrast to the huge, exposed industrial environments. We also found as is common with making a first-person perspective that we needed to break away from a real world 1:1 scale to make it feel right.

But it wasn't until we started working with audio that we began to find success in capturing the weight and size of these structures. When the art team heard the huge boom of the waves against the legs, the groaning and creaking metal and distant reverberations across the space we started to feel like we were getting close to an authentic depiction of being on an oil rig in the middle of the north sea."


Laura Dodds, Associate Art Director



[h3]Audio[/h3]
→ Scouting for the Announcement Trailer song: Part 2

For the first part of the story, see August’s Dev Diary

"Sadly, Flora had passed away a few years ago, but through some research I found that her daughter, Maggie MacInnes, is also a Gaelic traditional singer and harpist.

So this is how I learned about Maggie; I then listened to some of her songs and was instantly struck by her voice – beautiful and original, yet to my ears with a similar tonality as her mother’s. I got in touch and that’s how she ended up working with us. We talked on the phone about the project and the song, and Maggie suggested some verses that are most relevant to the game’s story. It’s of course a short trailer so we could only fit in two verses. It was then a very swift process; she recorded a couple of takes for us at home and nailed it instantly. Just a brilliant artist and performer."

We now have a link to Maggie’s full song, too! Enjoy: Spotify, UK iTunes, UK Apple Music

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Daan Hendriks, Audio Director



[h3]Code / Programming [/h3]
→ Explore and Discover: Seeing the beauty in horror

"Explore and Discover" is one of our game pillars, so in a typical Chinese Room fashion the first thing we wanted to try out was to find beauty in the horrific changes around you on the rig. We set the bar really high, and wanted to create an environment that feels real, scary, and weird.

Epic's Unreal Engine 5 is the perfect choice for this. We want to give the players the best experience on both desktop PCs and consoles. It is a powerful modern rendering engine that allows us to be creative. With Lumen and Nanite we can now explore real-time lighting and give fine detail in our scenes."

And of course, the rig is located in the North Sea, so we need to have stormy weather - rain, wind, rough seas, mist, gusts - Niagara (Unreal Engine's next-generation VFX system) allows us to plenty of freedom in this area.

We also used ControlRig (the scriptable rigging system) extensively for procedural animations - but more on this later."



Louis Larsson-De Wet, Associate Technical Director



[h3]Community / Comms [/h3]
→ Working with two major announcements at once

It sure has been a busy time here at The Chinese Room’s comms team. In the last month the game also participated in the Xbox showcase, platforming the people behind the screen making the actual game, resulting in a Worldbuilding mini documentary that enriches the player with more insight into what we’re crafting.

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We’ve participated in IGN’s Fearfest, our Senior Designer Jade Jacson has travelled to Gamescom where the game journalism community was seemingly very impressed with what they’ve seen thus far.



We couldn’t be happier. The Guardian even noted exactly how we want our projects to be experienced: "The game's cast of relatable human characters hints at the kind of grown-up, A24-esque scares that video games don’t often deliver." Even the genius that is Sam Barlow (Her Story, Immortality) is curious – we are so proud and excited to share the title with you.

Us at TCR comms team have also been ever so slightly busy only with. An announcement of one of the most anticipated game sequels of this century?? At PAX West we revealed that Paradox Interactive chose our studio as the developers for Vampire the Masquerade: Bloodlines 2. We’ve been working on the project, alongside Still Wakes the Deep, for a couple of years now and cannot wait for the passionate fan base to get their hands on the project in a year’s time. We're incredibly proud of both titles - one our own IP and the other one being entrusted to us - and hope to achieve a wonderful synergy between the two communities.

[previewyoutube][/previewyoutube]
Oh, and remember our 1970s-themed party for the announcement of Still Wakes the Deep? Well, we had to one for VtMB2 of course, too, and thought you'd enjoy our commitment here too:)


Marijam Didžgalvytė, Senior Marketing Executive



[h3]Design [/h3]
→ Voice-over

"This month I had my first opportunity to attend voice recording sessions for Deep. We worked with SIDE London to record our brilliant cast as they performed lines that ranged from heartfelt dialogues to shouted Scottish swearwords and even whistling. The talent of our cast as they switched between voices and emotions was incredible to witness, and hearing lines we'd worked on in many sessions at the TCR studio being performed was so gratifying and thrilling. It's apparent that our human 1970s drama is going to be one of the most special things about Still Wakes The Deep. More about our absolutely stellar cast in months to come...

Adding here a little video Dev Diary we did for our previous title Little Orpheus where you can see that we take voice-over very seriously and have a lot of joy doing it."

[previewyoutube][/previewyoutube]
Rob McLachlan, Lead Designer and awesome human being from the seventh dimension



[h3]QA [/h3]
→ Knowing the game

"One thing I have found that devs find helpful is when QA knows the game inside and out. Sometimes devs don't get a chance to play the game for weeks and a huge amount has changed in that time. But since QA tests the game each and every day we know exactly what's been added and what's in need of fixing. Knowing at a glance: the scene number, the context, the bugs which exist in that scene and who those bugs are assigned to, can speed up the process of review and refinement infinitely."



Tom Grant, QA Tester



[h3]Production [/h3]
→ It’s just a game

ā€œIt’s just a gameā€ is something I say fairly regularly. When I worked in live event production it would be ā€œIt’s just a big party in a fieldā€ and when I worked in bars it was ā€œit’s just fancy drinksā€.

The point is, very little in this life is worth working yourself into the ground, and part of my role as Associate Producer is to gently remind some of our more passionate developers of this fact.

Our team is incredible, but they put a lot of pressure on themselves, because they want this game to be perfect. I can understand that, but it’s vital to the well-being of the team that they don’t work evenings and weekends to make x, y and z look absolutely flawless.

We’ve all put our blood, sweat and tears into this process at one time or another, but ensuring that everyone has enough of those fluids left to make it to the end of the project is a vital aspect of production."


Jacob Jackman, Associate Producer



[h3]Misc[/h3]
A big reveal of info about the game is coming out next month, if all goes well. Stay tuned, we’re relishing in giving more insight into the experience you can expect. For all in-depth news about our studio, game development resources, recommendations and other awesome content – sign up to our monthly newsletter.



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Introduction to Worldbuilding Video

Dear community, wished to share with you a video that has been publicised as part of the Xbox Gamescom stream just as we are making this live here, too...

In this Introduction to Worldbuilding video, we explore the narrative behind Still Wakes the Deep and the research driving development. Lead Environment Artist Iain Gillespie, Associate Art Director Laura Dodds, and Lead Designer Rob McLachlan offer a behind-the-scenes look into our next title.

We discuss how the environment will evolve over time as well as the key inspirations behind the game’s horror. The period, the geographical location of the rig – these all play a crucial role in this narrative-driven horror story. Fans will discover how the team developed a fascination for cranes and scoured British Petroleum's documentary archives when striving for an authentic representation of a Scottish oil rig in the 1970s.

We hope you enjoy it, and feel free to leave a comment with what you'd like to hear about next in a similar format...🌊

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Development Diary Part I - August '23

Hello! We are so thankful for your attention to Still Wakes the Deep thus far. Here is the first of the written Development Diaries for the project that we're hoping to deliver to you monthly. Let's go!


[h3]Art / Animation / Lighting[/h3]
→ The scale of the rig

"From the outset, we were excited about trying to illustrate the sheer monolithic scale and weight of an oil rig. I knew they were impressive structures especially when seen from the sea but the more we researched the more I was surprised by how many jaw-dropping views you get from being on the oil rig itself. With this in mind, one of the first tasks for Environment Art was to build a series of 3D blockouts that captured the scale, drama, and variety of spaces on a rig.
From this pre-production period, we ended up with a list of must-see rig locations. We had the under-rig where the enormous North Sea waves were the star of the show as much as the rig itself, vertigo-inducing moments where you are climbing down or looking up at the sides of the rig, the main deck where you get the best view of all the different quadrants on the rig, and finally, there are all the huge structures on top of the rig itself like the flare stack, cranes and the derrick."

To be continued...
Laura Dodds, Associate Art Director



[h3]Audio [/h3]
→ Scouting for the Announcement Trailer song

"Early on during the process of crafting the concept for the announcement trailer, our Project Creative Director John McCormack ā€˜stumbled’ upon a YouTube video titled ā€œScottish woman sings emotional folk songā€ and used the audio of this in the first trailer concept he created.

[previewyoutube][/previewyoutube]

I loved the intimacy of that song and the sound of the woman singing it and decided we should forge ahead with including a Gaelic folk song in the final version of our trailer. I found out that the singer in that video was Flora MacNeil and started to listen to a lot of her and also other singers’ renditions of traditional Gaelic folk songs.

I made a shortlist of my favourite songs and then looked up translations of the lyrics. Fath Mo Mhulaid A Bhith Ann, a sorrowful song about wanting a lover to return home, struck me as poetically relevant to the core story of our game. I’ll not give anything away, but while Still Wakes the Deep is horror game, there are strong themes related to family woven into the game’s narrative. The title’s translation, ā€˜Being here has caused my sorrow’ also fits perfectly with the setting of a terrible thing gone wrong on an oil rig.

This story has now been covered by the local press in the Outer Hebrides, too! That interest was a lovely surprise"



To be continued...
Daan Hendriks, Audio Director



[h3]Code / Programming[/h3]
→ Working with realistic water

"Water in Still Wake the Deep plays a major role in the game. The ocean surrounds the oil rig and has you trapped and isolated in the middle of the North Sea. We want the player to experience emotions of fear and dread when confronting water in-game. It's a deadly obstacle the player may have to navigate and survive. To provoke a genuine emotion of fear, the fidelity of the water needed to be realistic and believable. From the way the water is simulated, to the way the character interacts with and moves through the water, it all must contribute to a sense of realism.



Working with a water simulation creates challenges as soon as any object needs to interact with it. Objects floating in the water, VFX playing on the surface of the water, the character moving through water all have an added level of complexity simply because the water surface is dynamic."

Joe Wheater, Programmer



[h3]Community / Comms[/h3]
→ Comms thus far

"This department is pleasantly relieved by just how many kind words the announcement has received so far. We have so much in store for you all, but the road is long. Right now, we’re figuring out where to gather all our community. Here, of course, but also our Reddit ought to get more active in the very near future. And of course, we’d love for all our players to join our newsletter where you will be receiving all the most elaborate updates on our studio and its activities, and there’s a lot going on! Do feel free to message us in any way you want with your ideas as to which community spaces you prefer and use the most.
We can also reveal that we will be sharing more special impressions about Still Wakes the Deep at the end of this month. We’ll be sure to update here!"



Marijam Didžgalvytė, Senior Marketing Executive



[h3]Design[/h3]
→ Doors, and all the problems that come with them

"Doors are such a frequent thing we use in our day-to-day life; it means that our brains have been trained to notice every detail about them. Their speed, the sounds they make, how easy they are to push or pull, the way we step out of the way to pull it toward us, or that we close them behind us. We don't even notice it, but our brains have memorised everything about doors, and if you get just a tiny thing wrong with them then the experience will be bad for the player.
There are so many questions that you must answer. When you interact with them: do you want to always open them fully? Open them just a few centimeters to see if something is behind? Or do you want to be able to push them away slowly? If you have too many options, people will get lost.
Do you want doors that can only open in one way to be more realistic? Sure, but then sometimes the door will be in your face and that doesn't feel good at all. A door you pull open requires you to back up in the real world to step out of the way; that’s another issue that slows the player down, and they might not like it."

Jade Jacson, Senior Game Designer



[h3]QA[/h3]
→ The QA Experience on SWTD

"QA for Still Wakes the Deep is not for the faint of heart! For every new person that joins we ask them to play the game alone (preferably in the dark) to see how they manage.
Even now I get caught out by the occasional scary moment, and I've played it hundreds of times. One of our external QA couldn’t deal with it and had to leave the project because they were so scared (they’re absolutely fine now, please don’t worry.)
However, within QA we aren’t just responsible for reporting how scary something is, but also whether the game contains bugs or crashes. The Chinese Room is a tight-knit team, making it a fun and collaborative process to improve the game. By providing this data in a clear and concise format, we empower the other departments, especially Production, with all the information they need to make important decisions with clarity.
We are always the first to see new changes and features and we experience the game exactly how a player would on release, which gives us an invaluable perspective of the final game as it currently stands for the team. It’s also really fun!"



Seb Axel, QA Tester



[h3]Production[/h3]
→ One team, one dream

"When you join a company, or a studio, they always tell you about the friendly work environment, how everyone gets along and how ā€œwe’re all one big family.ā€ Imagine my surprise when I joined The Chinese Room and found that every single one of those statements were true.

Being a producer can be really easy or really hard, and this depends entirely on the team and the project that you are producing. With Still Wakes the Deep, I’m surrounded by game designers and developers who make each day something to look forward to. There are challenges of course, there always will be, but I face those challenges in the knowledge that we’re all pulling in the same direction, and everyone is working their hardest to achieve what we know will be an incredible game.

I know, this is bordering on hyperboly, but I can’t help myself. This is a one-time love letter to my colleagues, and I hope they read this before the next time I’m harassing them about something."

Jacob Jackman, Associate Producer



[h3]Misc[/h3]
→ SWTD Announcement Party

Our seafront venue was filled with our studio members, friends of the studio and a brilliant atmosphere. We danced to 1970s tunes, ate 1970s culinary staples, had a photo booth, merch, game-themed cocktails, and that show-stopper of a cake!





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Still Wakes the Deep EDGE Magazine Cover

We are incredibly excited to announce that Still Wakes the Deep is the featured cover game on the latest edition of EDGE magazine.


Ahead of our announcement, EDGE visited The Chinese Room to see Still Wakes the Deep in action and discuss the project with the development team. And we didn't hold back.

Inside the magazine you'll discover what's in store for players when they dive into Still Wakes the Deep, plus uncover the key inspirations and learn more about the research undertaken during development. The feature is also filled with exclusive screenshots and concept artwork available nowhere else.

EDGE 386 is available to buy in UK stores now, and can be ordered direct at: bit.ly/EDGE386