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Vampire: The Masquerade - Bloodlines 2 News

What are we up to?

Summer’s here so we figured it’d be a good time to pull back the curtain a bit and show you how a game like Vampire: The Masquerade – Bloodlines 2 is made. This month we’ll give you a couple of glimpses into how the magic becomes a game. In this post we’re focusing on the atmosphere of the game: Concept Art, Level Design, Lighting and Audio.

[h2]Concept Art[/h2]
“For quite a while the Concept Team was working on an Underground area - exploring mood and tone for that section of the game. It took quite a bit of time since it's incredibly detailed. Once everyone was happy with our concepts, we decided to move on to one of the core locations of our city: Weaver Tower, the headquarters of the Seattle Camarilla.

We already had a basic layout for this area, so we focused on the entrance hall first. This is a large and striking space and solving the architecture and lighting fit was a fun task for the Concept Team. After this, we moved onto secondary places like corridors and rooms. We used the Entrance Hall as a main reference for what we wanted to achieve.

Like every location, Weaver Tower needed some unique features. We wanted to have something both mysterious, yet ancient feeling. Naturally, the real world provides the best inspiration, and the meticulous care and time it takes for bonsai trees to develop is where we gravitated towards. However, we also wanted it to feel different. So by juxtaposing the organic form of the tree, we designed it to be made of thousands of brass wires seemingly erupting from a Smokey quartz. All of which was achieved in Unreal Engine 5 to really get an established idea of how these statues fit in the space and create the most impact for players. We hope you’ll enjoy browsing around these spaces!”



⁃ Text - Junior Concept Artist Isobel Hine.
⁃ Image 1 & 2 - Isobel Hine.
⁃ Image 3 – Lead Concept Artist Michele Nucera.

[h2]Level Design[/h2]
“As a Level Designer, I love working on spaces that evoke a range of powerful emotional experiences for the player. I've been exploring how we can best achieve this, while collaborating with our other departments. I am very excited to see your reactions!

Recently I’ve been working on an early level in the game, where I focussed on how we can encourage player learning, and how we can help you to feel confident when playing our game. We also want to build levels that support a variety of playstyles, to make sure that you can play as your chosen Clan.
As a Vampire, we want you to be able to embrace your supernatural movement options. Our levels have been carefully crafted in a way that will allow you to experiment and have fun with our traversal system, and in some places, be challenged.

I can’t wait for you all to play!”



⁃ Level Designer Amy Lee

“In Bloodlines 2 my main focus is to guide you through the cold and looming backdrop that our Design and Environment Art teams have meticulously crafted over the past few years. These quests, set in our nocturnal version of Seattle, allow you to delve into the lives of its many Kindred inhabitants.
Taking place after pivotal moments in the main questline, these adventures will offer you the chance to explore Seattle at your own pace. You will be visiting its Clan leaders, keeping the competition at bay and making decisions that will affect the outcome of your journey as Phyre. These are stuffed with Narrative and lore and I'll be taking you from the depths of the underground to the snow-capped high-rise rooftops.

Having so many great moments of Bloodlines 2's story under my care has always felt like a big responsibility. I am happy to report however, that working with the Narrative team has been wonderful, and bouncing ideas off of them has been some of the most fun I've had here at TCR. I look forward to heading into the night with all of you all, but for now I have more public spaces to deface.”



⁃ Junior Level Designer Jack Goddard

[h2]Lighting[/h2]
“Lighting plays a central role in reinforcing the style, atmosphere of – and most importantly, immersion into – a game world. It can elevate, transform and enrich a simple environment into something much more than the sum of its parts.

The original Bloodlines is iconic for its atmosphere and sense of nostalgia, in part due to how it aptly captured the cultures and attitudes felt at the turn of the millennium. With Bloodlines 2 we wanted our atmosphere to resonate through the same blood-soaked spectacles, but to show the world as it is now.
These nights, many cities have undergone what would look from the outside like a glow-up. Things are shiny and new, flawless, stripped of anything that might bely their history and heritage. Not because we ourselves are flawless, but because we've become better at hiding our monstrosity. But the brighter the light, the darker the shadow. And the more vibrant that light, the more pressing the darkness that seeks to swallow it.

With this in mind, the tenets of Neo-Noir work hand-in-hand with our desire to create an atmosphere of deception and intrigue. Neo-Noir places a strong emphasis on silhouette, form and negative-space to create striking, stylish scenes that have an inviting yet threatening ambience.
Seattle at night is a dangerous place with a diverse range of environments and districts all with their own unique personality. The Lighting team have been working hard to ensure these areas feel enticing, seductive and immersive.”



⁃ Senior Lighting Artist Freddie Pitcher

[h2]Narrative[/h2]
“It is simply a tad too early to reveal what I’m working on right this minute, but I figured perhaps you’d enjoy hearing about how we as Writers create Ambience in games. Something perhaps players don’t think of much (means we did our job right!), but that is still a big part of the overall experience. “Ambients” are the sounds you hear in the game outside of roleplay conversations; this can range from short lines you might hear from a passing NPC to situation-specific enemy dialogue. They're a vital part of developing the game's soundscape to help it feel like a fully fleshed-out world.

It's a process that involves close communication between Level Design and Narrative Design. Getting the ambients right requires understanding every fight, every location, every NPC, and writing unique dialogue to fit. How many enemies are there in this fight? Do they all appear at once or do they come in waves? Why is that NPC here? If you lurk before approaching, can you learn their motivation? Does eavesdropping on them give you a hint for where to go next? What can you learn about the wider world by listening to them?

Ambients are a perfect opportunity for world building, we give each NPC their own personality and a brief look into their life, no matter how minor a part they play. So while it's fun for the player to get a glimpse into their world, ambients really reinforce just that: this is their world. So Phyre (and by extension, the player) is just a small part of it.

Our team mould these around the traversal of the world while accounting for various playstyles; a player who favours stealth might overhear an entire enemy conversation, while a player who prefers to brawl might jump right into the fray and cut off all but the first line. We then move on to implementing every piece just so, to ensure it triggers at exactly the right moment, giving the player an immersive experience that feels alive and natural.

Thanks a lot for reading about this part of game development!”


⁃ Games Writer Cherish Goldstraw

[h2]Sound[/h2]
Hi, all! I've created a few behind the scenes videos showing the process of recording some of the sounds for VtM:B2. I used a variety of different microphone types and techniques to capture close detailed recordings of various textures which would work well for the blood and gore in BL2. I then processed these recordings to bring out the finer details of the sounds to help create a hyper-realistic sonic aesthetic for them bone-crunchy moments in the game.

[previewyoutube][/previewyoutube]
⁃ Sound Designer Marcus Bagshawe

See you in two weeks for another sneak peek like this, before we break for summer holidays. In the meantime, do be sure to join our Discord or follow us on socials! Bloodlines 2 Twitter, Bloodlines 2 Facebook & Instagram.

Clan Highlight: Ventrue

The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias

Ventrue vampires usually choose their progeny from mortals familiar with power, wealth and influence. Seeing themselves as the rightful leaders of vampire society, Kindred of clan Ventrue take up the mantle of leadership wherever possible, often in the form of high positions in Camarilla Courts.



[h2]Playing a Ventrue in Bloodlines 2[/h2]
Ventrue are blue blooded tyrants who incite obedience in both their allies and their foes. Focusing on the Discipline Dominate, Ventrue forces their prey to obey their command to fight their friends, forget what they’ve seen or even kill themselves. Feeding builds up Fortitude, allowing the Ventrue to soak up more damage in case any enemy is powerful enough to resist their force of will.

[h2]Abilities[/h2]
When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

[h3]Flesh of Marble[/h3]
Clan Passive: Feeding hardens your skin, making you highly resistant to damage.
[h3]Cloud Memory[/h3]
Cause a target to forget you were there, putting them into a relaxed state.


[h3]Possession[/h3]
Possess an opponent, allowing you to see through their eyes for a period. While possessed, the target can be commanded to attack another person.


[h3]Terminal Decree[/h3]
Use your powers of Dominate to command someone to kill themselves.


[h3]Mass Manipulation[/h3]
Subdues enemies within your gaze, preventing them from attacking. Dominate abilities will affect all subdued opponents while Mass Manipulation is active.


[h3]Thirst[/h3]
Clan Perk: Increases the amount of health restored by feeding.

[h2]Customizing your playstyle[/h2]
There are many different ways to play your character in Vampire: The Masquerade - Bloodlines 2. Ventrue rely on the rise-and-fall mechanics of their Layered Fortitude, building up a defense to take on stronger opponents, while using abilities to dominate weaker foes and make them fight their friends or even kill themselves. Each clan has a straightforward way of playing, and does not require ability optimization. At the same time, if you want to, you can customize your playstyle by visiting certain important vampires throughout Seattle, who are sworn to assist you by offering their Blood to help you unlock abilities from their Clan.

Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Ventrue Disciplines are Dominate (the supernatural ability to control others) Fortitude (the ability to resist physical and mental attacks) and Presence (the supernatural ability to attract, awe, or terrify). If a Ventrue would try to unlock the Brujah ability Taunt, which is part of the Presence Discipline, it would cost less AP, than if they attempt to unlock an ability from a Discipline they don’t already have, such as Obfuscate. Unlocking additional Clan Perks will make them stack, so you can collect them all if you wish, elevating your power much closer to elder level.

Activated abilities and the Clan Perks can be learned from the other clans, but your clan passive can not. This means that while you can combine abilities and features from other clans in hundreds of different ways, your Ventrue playthrough will remain different from playing as another clan who branches into Ventrue abilities.


Image: Ability tree for Ventrue with all clan abilities and the clan perk are unlocked. The Banu Haqim ability Split Second has been equipped, replacing Possession.

Developing Ventrue

Picture a group of stylish, ambitious vampires, each with a hunger for authority that matches their thirst for blood. That's Clan Ventrue for you - vampires with a taste for power, prestige, and opulence. Our team had a blast bringing their aristocratic grandeur and ambition to life in the game. Equally at home in the corridors of corporate power and the halls of high society, the Ventrue embody leadership, strategy, and a refined decadence. Whether they're making deals in the boardroom or dominating the nightlife scene, the Blue Bloods always maintain their iron grip on power.

[h3]Designing modern Ventrue for Tabletop[/h3]
Just like the Brujah, the Ventrue are a foundational archetype both in Vampire: The Masquerade’s clan assembly as well as in wider vampire fiction. They represent the vampire as the aristocratic leader — classy, regal, and inhumanly majestic. Many silver screen depictions of Dracula would fit well in this clan, as would any number of his derivatives. Before Anne Rice, the Ventrue represented what most people would consider a classical vampire.

Taking the Blue Bloods into the fifth edition was therefore comparatively easy, as the clan has had a solid identity from its first appearance in 1991, never relying on gimmick powers or tangled setting elements. Their arsenal of Disciplines paint a clear picture of the kind of ruler they represent: Presence to incite awe, Dominate to enforce obedience, and — if the previous would fail — Fortitude to withstand retaliation. A true Ventrue commands from the front, but that is also their weakness.

While Ventrue vampires are no strangers to hierarchies, their tradition of Embracing mortals already used to being obeyed often creates brittle power structures with too many leaders and not enough followers. To many Blue Bloods the throne is more important than what it represents, and more than one Ventrue Prince has met final death because they would rather lead in defeat than triumph as a lackey.
– Karim Muammar, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness


[h3]Fletcher[/h3]
“I have two rules: no sneakers, and if you must rip someone to pieces, do it outside. These are original floorboards, you understand.”

You’ll find Fletcher to be extremely polite and well-mannered - as ruthless sociopaths go. He owns several venues throughout Seattle, but you're most likely to run into him in the Makom Bar, tickling the ivories and rubbing shoulders with the other Blue-Bloods.

Educated, intelligent and congenial, you might enjoy Fletcher’s lively conversation, but you’d be wise not to let his affable veneer fool you. He's a Great White amongst lesser sharks, an old hand at vampire politics, and has survived more than one Prince of Seattle.

[h3]Writing the Ventrue[/h3]
“Our design process for Fletcher was to start with the role we needed him to play in the story, in Seattle and in Kindred Society, and shape his personality accordingly. We already knew that the Ventrue would have a deep and long-running grasp on the city, and it takes more players than a Prince to achieve that - Fletcher is neither a king nor a pawn; he’s more of a rook. We always know he is being maneuvered by higher-ranking Kindred, but he also gives us opportunities to explore the history and lore of Seattle and the Camarilla– all wrapped up in a smarmy bastard who’s a hell of a lot of fun to write.”
– Cherish Goldstraw, Writer

[h3]Combat Discipline Design[/h3]
For Ventrue’s approach to combat, we wanted to lean into a feeling of superiority and domination. It means nothing to always be superior, though, so you start off at a disadvantage. Ventrue's capabilities in combat aren’t as strong as some other clans, and so you’ll likely need to start out on the lower end of the food chain, staying out of sight and using spoken commands to keep your hands clean. As they feed, their fortitude strengthens- Ventrue's passive turns their skin to marble, so the more blood they have the more resistant to damage they become. This lets you take much nastier opponents head on and allows the use of Ventrue’s more devastating Dominate powers- where once you were skulking in the shadows, now you are an unstoppable god who can kill with words alone! This rise-and-fall fight mechanic is the main draw of the Ventrue’s playstyle, and should be well suited to players who want to keep things varied, or maybe just seek an absurd level of power...
– Max Bottomley, Senior Game Designer

[h3]What do Ventrue sound like?[/h3]
In creating the Audio landscape for the Ventrue, our team did ponder for a while what sound would emit that power and domination that are central to this clan’s identity. So to sonically portray that commanding presence, we decided it'd be cool to incorporate the resonant, authoritative tones of steel and metal. The sharp, unsettling screeches of dragging metal, the entire spectrum of the available sounds there, they reflect the Ventrue’s manipulative prowess, control, and rule. The players can almost feel the weight of the Ventrue’s influence as they navigate the game.
– Marcus Bagshawe, Sound Designer


[h3]What do Ventrue look like?[/h3]
Commanding influence and timeless elegance – these were the key aspects to reflect in our visualisation of the Ventrue clan. The haunting presence of Hannibal Lecter – the entrapment of his eyes; the ethereal, almost unnatural grace of Tolkien’s Galadriel; characters and quiet luxury from HBO’s Succession – these all were hung on our mood boards for the clan.

The portrayal of Ventrue involved us merging influences from ancient nobility fused with modern high-end fashion. The Ventrue's attire features large, intricate overcoats and contemporary styles, all crafted from lush materials that reflect their elevated status, their longstanding heritage of command. These become more than just garments, but a real declaration – one must know who’s in charge here.
Their mere body language, the way they hold themselves – the player can sense their reputation of honour precedes them. What make Ventrue stand out from many other clans is their ability to rule by their voice and presence alone. You can affect singular or multiple people with one full command of your voice or a look.

The Ventrue's power wear is designed not only for impact, but for functionality, too, be it a corporate boardroom or a clandestine gathering. Emphasising their role as the aristocrats of the vampire society, our visual representations marry traditional high nobility with the cutthroat nature of corporate power structures. The Ventrue stand out as both a beacon of old-world aristocracy and modern-day leadership, dominating any room they enter, whether through the subtle art of persuasion or good ol’ physical power.
- Ben Matthews, Associate Art Director

Clan Highlight: Banu Haqim

The Clan of the Hunt, Assassins, Children of Haqim, Saracens, Mediators, Lawmen

Cursed with a thirst for the Blood of other vampires, the Banu Haqim stalk the night as judges and lawbringers. To this end, most Banu Haqim adhere to a strict code of conduct - derived from law, faith, or personal ethics - sating their Hunger on those that breach these convictions.

[h2]Playing a Banu Haqim in Bloodlines 2[/h2]
Banu Haqim takes the role of a strategic stalker, using shadows to their advantage. You are a predator on a hunt, and your discipline powers focus on stalking, assassination, and silently moving faster than your foes can track. These skills are great assets when stalking the city for prey.



[h2]Abilities[/h2]
When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points (AP) to unlock which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

[h3]Silence of Death[/h3]
Clan Passive: All your actions become entirely silent for a period after feeding.

[h3]Mute[/h3]
Silence an enemy/civilian. Any sounds they produce, from screams to gunfire, are completely undetectable to others.

[h3]Split Second[/h3]
Move so fast that time appears to stop around you.

[h3]Bladed Hand[/h3]
Slash swiftly in front of you, beheading mortal opponents.

[h3]Unseen Aura[/h3]
Become temporarily invisible to enemies and civilians. Note: You can still be heard unless combined with Silence of Death.

[h3]Prowl[/h3]
Clan Perk: Can remain crouched whilst sprinting.

[h2]Customizing your playstyle[/h2]
There are many different ways to play your character in Vampire: the Masquerade - Bloodlines 2. The clan Banu Haqim focus on a stalking based playstyle to take out your enemies one by one, and the clan abilities are built to empower that. As we want to make sure this is not a game where you are required to optimize your abilities to the extreme, we’ve focused on making the base playstyles easy and straightforward. But for the players who want their experience to be a bit deeper and more customizable, you will be able to do so. By visiting important vampires who are sworn to assist the Sheriff (you), you can unlock abilities from their clan by drinking a bit of their blood.

Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Banu Haqim Disciplines are Celerity (speed enhancing abilities), Blood Sorcery (the ability to control blood with your arcane knowledge) and Obfuscate (abilities to easily hide, move without being noticed, and cast illusions.). If a Banu Haqim wishes to unlock a Blood Sorcery ability from another clan, it would cost less AP to unlock than an ability for a Discipline Banu Haqim don’t have. Those who unlock all abilities from a clan and get the Clan Perk, are able to stack them and have the effects of them all, elevating your power.

The activated abilities and Clan Perk can be learned from the other clans, but the clan passive can not. Because of this, you combine the clan powers in hundreds of different ways, but a Banu Haqim playthrough will remain its own gameplay experience.

Ability tree for Banu Haqim with all clan abilities and the clan perk are unlocked. An ability from the Tremere tree has been equipped instead of Split Second.


Developing Banu Haqim

Let's now leap into Banu Haqim, another captivating Vampire clan that the players will encounter in Bloodlines 2. The essence of the Banu Haqim is defined by their mastery of stealth, precision, and a moral code that guides their hidden hand of justice. Our team had a lot of fun in reflecting these properties in their subsequent departments.

[h2]Designing modern Banu Haqim for Tabletop[/h2]
The Banu Haqim (“Assamites” at the time) were one of the first clans to be added to the original assembly in 1991. As such, they were less connected to a vampire archetype out of fiction and instead modelled on the Hashshashin — the Order of Assassins — out of Alamut. In time, they were expanded upon in the setting and incorporated new elements of mysticism and religion, but the core stereotype — the “arab assassin-cultist as vampire” — regrettably remained. Needless to say, they needed some work to align with the design principles of Vampire: The Masquerade’s latest edition.

The concept of a hunter of hunters driven by strong principles or a deep-seated sense of justice does resonate with powerful elements of vampire and vampire-adjacent media. Blade, Angel, and (for those that remember it) Forever Knight all feature vampires seeking redemption by taking the fight to their own, while the very vampire-esque Dexter is a poster child for the concept, as is the Caped Crusader. It is no fluke that the internal shorthand for the Banu Haqim was “clan Batman”.

Thus, while their origins are still the same, the shift in focus has provided the Banu Haqim with a role more easily applied to characters of any background or conviction. Cursed with a hereditary thirst for vampire Blood, the so-called Warriors shackle their impulses to strict codes of conduct, derived from mortal religions, vampiric tenets, or personal creeds. These traits, along with their feared reputation, makes them sought after as soldiers, lawbringers, and — occasionally — assassins in the societies of the night. Yet, the siren song of Kindred vitae perpetually tempts them, and more than one Judge has been tasked with the destruction of one of their own. To be Embraced into the Banu Haqim clan means walking an eternal tightrope, with no end and with nothing to catch you when you fall.

– Karim Muammar, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness



[h2]Niko Angelov[/h2]
“This vase belonged to a man who promised to visit his mother in hospital but did not. So I ripped out his spleen. Some people really do not know how to behave!”

Niko is wholly committed to living an honest life, to the point of barely being able to keep a single thought to himself.

You can find him at Aurora Pawn surrounded by the trinkets of hapless mortals. He pleases the Court by sourcing rare artifacts and by taking on special tasks for the Prince. Equally, he infuriates the Court by refusing to deviate from using strictly honourable means in all his transactions.

You might find that transparency helpful as you unravel the mysteries of the city, but be warned; he won't keep a secret, not even yours, so choose your words with care.

[h2]Writing the Banu Haqim[/h2]
“One of the most interesting facets of the Banu Haqim is their blue-orange morality. It's a clan that often appeals to seasoned players of the tabletop game because it allows them to challenge themselves with the self-imposed restrictions of their character's unique moral code. This is something we wanted to reflect with Niko; his obsession with absolute truth renders him incapable of being complicit in the back-stabbing nature of Kindred politics, so he must find other ways to make himself useful. His sincerity also makes him vulnerable to the manipulation of the Camarilla, which the player can choose to protect him from... or you could manipulate him yourself, if that's the kind of game you're playing.”
– Cherish Goldstraw, Writer

[h2]Combat Discipline Design[/h2]
“Banu Haqim, alongside Tremere, is our second clan that leans more into stalk within combat. While we’ve tailored Tremere for a slower, more tactical style of play, the Banu Haqim clan’s use of Obfuscation and Celerity make them much better suited to a faster, more confident approach.

The Banu Haqim abilities primarily focus on these two disciplines – the player can silence themselves and others, move impossibly fast, and vanish from sight completely. These can be used at any pace, but they truly shine when used swiftly together, dancing in and out of sight and dispatching opponents quicker than they can react. This makes them ideal for a player who likes to stay hidden, toy with their victim’s senses, and when needed, kill everyone in the room faster than a Tremere could decide their first move.

While we use quite a bit of slo-mo effects across combat, Banu’s version of celerity is its biggest use case - we needed a small subsystem specifically to manage time dilation across gameplay, to allow for its use in combination with other abilities. This has really paid off, I genuinely never get tired of using Banu Haqim’s lethal beheading strike in (almost) stopped time!
– Max Bottomley, Senior Game Designer

[h2]What do Banu Haqim sound like?[/h2]
In our Audio Design for the Banu Haqim clad, I leaned into harnessing the sounds of whispers and wind signifying the clan's predilection for stealth and silent execution. Our department here introduced a use of real-time Audio processing techniques that bring the player's manipulations of time and silence to life. As you use Split Second to slow time you will hear the pings of bullet shells dropping to the floor and strange voices slowed down to really sell the idea of good ol' Bullet Time. We intend to craft a fully immersive experience that comes with moving faster than sound, making every moment a deliberate and calculated dance between predator and prey.
– Marcus Bagshawe, Sound Designer

[h2]What do Banu Haqim look like?[/h2]
“When putting together the aesthetic identity for the Banu Haqim clan in the game, as always with us at The Chinese Room, we started with a rich palette of inspirations and tonnes of brainstorming. A tonne of good stuff ended up on our mood boards - functional aspects of Techwear (Health Goth, utility-based items with a high-end edge), the blend-in quality of corporate attire, and the vibrant, enduring spirit of Modern Persian fashion. These choices reflect a mixture of tradition and modernity, embodying the clan's adaptability and their profound connection to both their heritage and the demands of the modern world.

Banu Haqim’s garments in our game then are as much about form as they are about function – concealment, illusiveness. The ability to quickly disappear into the urban landscape or emerge as a silent avenger is key to the Banu Haqim's visual identity, mirroring their role as the unseen arbiters of justice in the shadow world, their righteousness and role as silent guardians of the vampire society.



Drawing inspiration from iconic figures and settings such as John Wick, Lisbeth Salander from the Girl with the Dragon Tattoo, and the Fremen from Dune, we sought to imbue the Banu Haqim with a sense of concealed danger and an air of mystery. These influences helped shape a look that is both understated and unmistakably potent, emphasizing the clan's themes of elusiveness and intent. Our designs focus on clothing that allows for quick concealment or blending into the background, highlighting the Banu Haqim's proficiency in moving unseen and striking from the shadows.”
– Ben Matthews, Associate Art Director