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Dev blog : LKA & HORROR

Martha is Dead is our second project. It has many more horror overtones than its predecessor, The Town of Light, even though that game also presented some very disturbing situations.

The use of disturbing images and situations is a topic often discussed in the media.
"Why do you use these kinds of images?" This is one of the questions that I have to answer most frequently.

Before I go any further, changing my point of view for once, I will answer this question once again:

The use we make of disturbed situations and images is functional to the narrative of the game. They are not images used for the sake of creating a shock, but to accompany the narrative. The protagonist is going through terrible experiences and in order to communicate her emotions we create these situations and images in an attempt to convey to the player some of the discomfort that the protagonist is experiencing at that moment.

This is nothing new. Cinema has been using this language for years and has given birth to true masterpieces through it. But video games are something else, there is less tolerance and more attention.

Is this fair? Is it not fair? I can't say exactly. I personally believe that asking and understanding why violence and disturbing scenes are used is never wrong. If the author can't give an answer, maybe something is wrong!



Having said that, however, no one ever asks what the people who make these scenes suffer.
Perhaps people think that those who work on this kind of production are a bit sadistic and are inclined to enjoy seeing, or rather, to make, the most horrendous and disgusting things.
Nothing could be further from the truth, at least in our case!

Personally, I'm fond of horror language that is aimed at describing inner suffering... and it's quite obvious since I'm the one writing the script. But the others? The ones who create the mangled, amputated models, who create the bloody, putrescent and disgusting textures, who animate the whole thing giving it life, who create the mechanics to interact with this disgusting material? Are they all fans of this genre? Do they seek out the latest and greatest horror film in their private lives?

Obviously not.



They are modellers, animators and programmers first and foremost. Within LKA, apart from me, only a couple of guys are used to following the horror genre and they are the ones who least work on the "horrors" of Martha is Dead.
And the others? The others don't watch horror movies because... yeah, because they're scary.
Imagine having to work all day on horror!

Actually, it's very different to see a finished scene once in its context than to see it born and grow for weeks, months. Somehow you lose sensitivity.

And here comes one of the great difficulties in developing a video game. Maintaining sensitivity and judgement towards what we see every day, for years. Sometimes it's necessary for me to step away from the game for a while. I continue to work on the game of course, but without playing it! Maybe I make a trailer, or go on a live shoot, or maybe I write a blog! After a few days there is a reset, even if only partial, and you can have a clearer view of what you see.

Finding the balance is difficult.



One must not become a victim of what the team is doing, perhaps noticing every little thing that only we will ever notice (who said 3D artists?) while perhaps losing sensitivity to the whole.
This is one of the most challenging roles of art direction, and it is something you cannot expect from someone who is immersed full time in the creation of assets, animations and effects.
You need a bit of detachment from the technical and production issues in order to maintain an objective overview. Critical, but not hyper-critical, careful, but not unnecessarily maniacal, and above all not linked to the specific problem of the moment, but to how everything works as a whole.

Dev Blog : FX in Martha Is Dead – Part 4 – Fluids

Hello again folks, it's time for our final blog entry looking at the work behind some of the VFX in Martha Is Dead!

This week we are keeping it with fluids again, but thankfully - a little less morbid than just blood.

We'll be talking about the systems in place to help generate the important weather effects, and how to get that fluid in the dark room sloshing around *Just right*

Settle yourself down and get the kettle on, enjoy!



For the previous examples I had started from Emitters, but as different example, for the development tanks seen within the Photography Darkroom I had to start with containers already full of liquid. I took the model of the photograph (That the player produces from the camera) which was a simple plane, created the thickness to make it collide well with Houdini's particles and attached its animation to it.

By exporting everything as alembic, it kept the cache and I therefore limited myself to "soaking" the model of the photograph in the liquid. Here too, like the gushing of the blood the effect was exaggerated. The model in the photo plunged into the liquid that created full on tsunamis rather than generating small settling waves (To imagine the scene just think of putting fruit in the blender but forgetting to put the lid on. Fruit goes everywhere!). With some adjustments to the parameters it improved a lot.

For this animation I made two caches, one of the sheet that enters the water, the other of the sheet that comes out. To do this, it was necessary to create a frame in which the two animations were perfectly identical to be able to swap them at the right moment.

All the dynamic exports made in Houdini are extremely optimized alembics so performance isn’t impacted.



For my very last example, let’s talk about rain! This is an effect that always works very well but is not particularly difficult to achieve, but I couldn't make simple rain of water, we wanted it with blood!

The procedure of creating rain is very simple: a system is created that allows the spawn of particles in a well-defined area (shape and size to your liking). You move the spawn pretty high and make it product lot of particles - more or less depending on the size of your emitter (And GPU requirements). A gravity knot is attached to it and we adjust the shape, size and colour of the drops and that's it, it's raining!

Based on our needs however, this wasn’t enough, we had to create a sequencer in which the camera framed from above and reached the ground. In Niagara I added an extra system, that generates very fast splashes on the ground to simulate the small drops that are created when the largest raindrop hits a surface. I created a plane, folded it into a cylinder with a transparent material that made it look like a splash of water at the edge of its parabola, then I animated its scale on the Z axis based on the duration of its life to simulate a wave animation. At the beginning of its spawn the particle measured zero on its Z scale, in the middle of its life it measured one and eventually returned to zero. Animating its opacity, the effect wasn’t bad.

In order to have as few particles as possible on the screen, I made sure that the drops were eliminated as soon as they hit the ground. If I wanted to create the "splash" exactly in the point where the drop falls I could have done it using a "death event ". A "death event" is an event that, once the rain particle was extinguished, it would send the data of its position and the moment in which the event happened to the splash system, allowing it to create the splash in the right place.

In our case this wasn’t necessary because it rains so much that you could not feel how often and where the drops were falling.



And with that, we conclude our dive into the magic that goes on behind the curtain of some of Martha Is Deads VFX!

We hope you've enjoyed learning a little about how some of the stunning visuals in the game are put together, and the team at LKA have most definitely got more than a few more surprises in store for you...

We'll be sharing a new set of blogs with you very soon as we speed towards February 24th - so sit tight!

In the meantime, if you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Reddit | Wired Imgur

Dev Blog : FX in Martha Is Dead – Part 3 – Blood

Hello again folks, we took a little break from our Martha blogs last week in order to make room for our exciting release date announcement, which if you haven't caught up with yet - is now on February 24th!

Check out our teaser trailer announcing it!

[previewyoutube][/previewyoutube]

All caught up? Wonderful - let's dive into the next of our dev blogs!
We're continuing to talk about the masterful VFX work included in the game - mainly because there's so many fascinating parts to EVERYTHING from the birds to the flesh flies, and as you're about to learn... It's even in the blood...

(Disclaimer for folks, this blog does contain screenshots of blood and rendered 'wounds' so proceed with caution if squeamish!)



Now we must talk about something I deal with a lot in the field of FX … the more "disgusting" areas - What is a horror without a little blood?

Generally for blood textures, decals are used to apply them where necessary. But our goal for Martha Is Dead, however, was to recreate copious amounts of animated blood!
In the early days of development, there were several options I could try but most of them turned out to be unsuccessful. At first we created a plan, made it to match our needs and animated it but it did not render the materials or animation well. Sometimes we can’t use animated textures for how we have optimized the UV of the models, so the best effect we could get was just a cache with Houdini.

When I started working on the blood, It was originally my first experience using Houdini (almost), so I initially had to familiarize myself with it and its many ‘quirks’. After several headaches I managed to export an animated cache of a fountain, it turned out to be an excellent result but not convincing in the form of blood. I was trying to emulate blood gushing from one of the characters mangled body, which has now been seen within the Demo.

It took me a while to find the right parameter setting to be able to create a convincing liquid. The whole system was based on emitters, which simply emits particles at different degrees of viscosity and scale that collide on the characters body.
The mesh had already passed a procedure of removing the “laminate mesh” (non-3D mesh
composed only by a plane), closing the holes that the model could present. Houdini does not react well to this type of mesh "flaw". In this way the fluid remained liquid but viscous enough to simulate blood. The cache with a material that included the Tither Temporal AA on the channel of the mask, perfectly fused the blood on the body of the victim.

Please see the example below but be warned!



Keeping this one vague to avoid spoilers … A similar task occurred later, in which I had to create more blood that was flow on the belly of a different character. The belly had a very particular deformation animation, deformation that proved to be a headache to create!

In the simulations the blood was splashed from all sides, as if the victim was alive and was butchered by a savage! Instead, the body in which I was focusing on was meant to be dead for days, so the blood had to reflect this. Therefore it had to be more dense and viscous than normal ‘alive’ blood.



The solution I found was to create an animated texture that can be applied to the surface of the belly. A texture that animates the emission of particles and forms the design of the blood flow. I set gravity to a minimum and simulated it with the animation of the texture. To match the blood cache with the belly animation I used a simple latex on Maya. By animating the vertices of the lattice, the simulation was able to follow the deformations of the body. This produce the exact result I was looking for, thick lifeless blood!



Well now you know more than you did an hour ago about designing blood to look ;just right', and yet again a perfect example of the attention to detail in the smallest of things that are going into the game.

If you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Reddit | Wired Imgur

Martha Is Dead - Release Date Announcement

Last night at the Golden Joysticks awards we dropped a brand new teaser for Martha Is Dead, not only that, after two years... we have a release date and it's only weeks away! Launching February 24th, Martha Is Dead combines real-world locations, working in links to historical events during the latter stages of World War II, superstition, folklore, and deep psychological distress. Martha Is Dead has been a long journey for the team at LKA, but we’re now nearing the point where the whole world will get to play it and we cannot wait. It's an experience curated to be faithfully accurate to the era, from our authentic recreation of the Tuscan countryside through to the impact that WWII had on Italy.

[previewyoutube][/previewyoutube]

Not only did we reveal the date, but also physical versions of the PS4 and PS5 release (launching same day)



PlayStation 5

PlayStation 4

... AND (!) we also revealed an official triple vinyl soundtrack LP will be available to order soon too!

Triple Vinyl

On behalf of everyone at Wired and the team at LKA, than you for all your support so far... see you all very soon!

Golden Joysticks


Tonight was the first showing in the world of our Martha Is Dead release date trailer. We are absolutely thrilled to be invited and involved with the show.



and YES.

We can confirm it will be releasing on February 24th 2022.



Want to buy a physical copy?


Head here to find a store.

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We will be showing the trailer and...

...even more news tomorrow. ;-)

Make sure to check back.