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Vampire: The Masquerade - Bloodlines 2 News

DEV DIARY #6: Environment Design

Hi Everyone! My name is Thanh Pham (Tawn Fam) from Hardsuit labs, and I am the Environment Art Lead on Vampire The Masquerade: Bloodlines 2.

Telling stories through a scene is a difficult challenge, even more so when the gap between fantasy and reality is minimal. The World of Darkness is the underlying layer below the facade of what we perceive as reality. If you are unlucky enough to find yourself behind this veneer, you’ll soon encounter very real powers and evils that you’ve previously relegated to fiction. In Bloodlines 2 a set of relatively ordinary people are turned into vampires against their will. They find themselves as fledgeling thinbloods, being trust into a world they don’t understand, and with no-one there to show you them the ropes. Amongst the tasks of Environment Art we are asked to support the story of these characters and how they move through their new life through environmental cues and set dressing.

Full disclosure; I came into this project without a complete understanding of the narrative surrounding vampires in “The World of Darkness.” My understanding of vampires, pertaining to this world, was limited and lacking. Here are a collection of my assumptions about vampires, and how they correlate with vampires in the World of Darkness:
  • Vampires despise garlic – Incorrect
  • Vampires are burned by holy water – Nope
  • Vampires are threatened by crucifixes - No
  • Vampires always sleep in coffins – False
  • Vampires breathe air – Wrong again.
  • Vampires do not reflect their own image in the mirror – While true for a subset of the most powerful of vampires, you shouldn’t count on it.


Prior to gathering all this new intel, I had an idea of how we were going to set dress and decorate the living spaces of vampires. When properly onboarded however, much of this went out the window as we started laying the foundations of our visual language.

Set Dressing in the dark

If you were randomly bitten by a vampire on the street at night, you would probably be in a daze for a while. When you finally come to your senses, you would likely head home, rather confused, since you did not have any considerable visible marks of your attack. You would wake up to the most confusing day of your life. The rays of the sun would burn and irritate your skin, food is no longer appetizing, and water is not quenching your unbearable thirst. The realization that breathing isn’t even necessary anymore is probably the most alarming aspect of your new life. Going to bed during the day and being awake all night might not seem so strange to many of us in this age of electricity, but after a while, it will take its toll.

As a newly turned vampire becomes more accustomed to their fate, their living space is likely to change to reflect this. Since food and water are no longer necessities, dishes, drinking glasses, pots and pans, and random snacks are either gathering mold in the sink or trash hidden away. As they progress they realize that there is really no need for a fridge anymore. If the vampire has been around long enough, they might get rid of their it to make room for something else, space being a premium in a small city apartment. (Not all vampires live in huge mansions.) Blocking out the sun becomes an early and urgent affair. They would likely use whatever is available to keep the burning rays at bay; pizza boxes, cardboard and duct tape. One could assume that after some time, they would upgrade that haphazard looking window into something more refined, depending on the interest in and sense of style, some might appreciate the finer things in life - making unlife that much more manageable. If not neatly arranged in bookshelves, you would likely find books and literature on vampyrism and other occult topics strewn about as the thinblood tries to make sense of their new reality.

Aside from the furniture and design of a vampire’s haven, there are some other opportunities to tell their story. Their newfound thirst for blood likely put a dent in the neighbourhood population of stray cats and dogs. A small animal does not offer much sustenance, so it is likely you would find remains of pets and other critters littering the apartment

New Powers Lead to New Areas to Explore

In Bloodlines 2, we are pushing the idea of vampire powers used towards vertical traversal. If a skilled parkour practitioner can scale up a building wall, so can a thinblood vampire. Vampires inhabit spaces in the shadows and areas least traveled by normal humans. Barely lit rooftops of buildings are great areas for the vampire to dwell in, but trying to set dress an area to show what a vampire leaves behind is difficult. Since they don’t eat or drink, they don’t leave food garbage lying around. Other than wet footsteps and other small clues, there is not much to go by. Instead, we decided to use other gameplay methods that enabled the use of heightened senses to find traces that vampires leave behind. These traces are often found as tags, similar to how gangs mark their territory with spray paint.

Christmas!

The storyline of this game takes place during on of the most festive season of all in Seattle - Christmas! Christmas trees, tinsel, ornaments, stringed colored lights, salvation army donation boxes - that the player can steal from - stockings, and joy for all. It is imperative that we drive the mood of this game towards a holiday theme and that it is clearly evident to the player. Not everything that happens during Christmas is all cheery and joyful. We have some goodies in store!


Blind spots

A major aspect of this game is that breaking the masquerade has severe consequences. Causing havoc and trouble in a well-lit open area will alert the police and be a detriment to your health as a vampire. Where can you be free and enjoy your new vampire superpowers? Where is the “dark web” of these city environments where the lawless can run to? We are introducing areas in the game called blind spots that will allow the player to escape to when they need to run from the police after a dirty deed has been done. Blind spots are alleyways, dimly lit back parking lot areas, or even rooftops. To the normal eye, these areas feel dangerous and unsafe. You definitely notice that the blind spot areas will feel unkempt. Garbage might be piling up, rats are scattered about, and the walls are tagged with graffiti. The casual human would generally avoid these areas, but to the vampire these areas are freeing and feel like home.

Rain

A major misconception about Seattle, is that it is always raining. It might not always be raining in Seattle during the winter months, but it is always drearily wet and misty. If one were to stand outside in December, they would notice the ground is always damp and it seems to stay that way for vast amounts of time. We decided to have the exterior environments in Bloodlines 2 to always be wet to be faithful to the weather in Seattle during the winter months.

Horror

An aspect of vampires in the World of Darkness compared to the current climate view of them is that they are monsters. There is no teenage vampire angst happening here or a coming of age scenario. They are monsters and shall remain monsters. Without giving away too much, if there are scenes of death and dismay, there will be quite a bit of blood and horror. We want to set the narrative mood of this game to be dark and disturbing. To attain that through environment art, we tend to stick to colors that are neutral and not overwhelming. Allow the lighting team to set the mood of the given scene and allow the colors and hues of death to dominate the space. The more realistic Environment Art can make a space look and feel, the more unnerving it will be when death and horror present themselves.

New World vs Old World

In Bloodlines 2, a major storyline is that there is a power struggle between the Old World vampires and the newer generation of vampires. I won’t go into much detail about this since it might reveal too much of the story, but the current reality in Seattle is that there is an economic and cultural shift happening with the massive rise of tech companies and an influx of new people moving to the city looking for job opportunities. We have included aspects of this dynamic into our game. One way is through the set dressing of cranes dotting the Seattle skyline to help denote new construction happening next to older architecture. Different neighborhoods with drastically different looks and feel in this game assist with the story of change in Seattle.

I hope this environment art dev diary helps give some insight on how we approach the Bloodlines 2 story through set dressing and environment cues. We often ask ourselves what would someone working in the field of Crime Scene decipher from our set dressing and choice of materials and colors in a given space. Could they guess the narrative of the scene from the story we tell with the environment? The World of Darkness is hidden in an underlying area of reality. Things are not always what they seem and we have tried to push that narrative through various locations in the game. The hope is that the players can see some of those underlying themes through Environment Art when they get a chance to play the game.

Of all the new facts I have learned about vampires in the World of Darkness, I’m surprised about how much they care about their image.. As I mentioned, vampires don’t breathe air, but quite a few of them still smoke!? So because of this, you might notice quite a few cigarette trays in this game. The older more refined vampires prefer to drink blood straight from a victim’s warm neck, anything else would be considered vulgar. So If you see a glass of blood it is likely another way for that vampire to show off for the player. A good example of a more flamboyant vampire in this regard is Lou, who really takes the idea about image to a new level. Lou is often shown smoking and drinking in her mansion when the player shows up, although she really doesn't get anything out of either, at least in the more traditional sense.

Faction: The Unseen

Hello everyone!

Up next, our last faction release, The Unseen. For as long as there has been a Seattle, there have been some that didn’t suit the Pioneers’ vision of a place made of art as much as brick, glass and iron. The misshapen members of clan Nosferatu never had a chance to fit in. They were encouraged to stay out of sight: In the outskirts, the shadows and - as the city grew - its Underground.

The Unseen
“THERE IS ALWAYS TIME.” - The Council of Three

For more than a century, the Unseen have been led by the Council of Three - or "The Speakers" to the Nosferatu. These resourceful Kindred helped their people survive among the homeless and loners of the city. While the rest of Seattle’s vampires took pains to ignore them, these Unseen grew into a faction, began trading secrets… And grudges.

Today, the Council has left much of the Nosferatu’s operation to younger vampires more adept at gathering intel in modern nights. Where the Unseen used to be composed of thieves, frauds and homeless, they now also include journalists, engineers and hackers. While the older Nosferatu are used to an existence of survival, the younger ones have begun to look for ways of making a mark on their city.

The Unseen have been here for a long time, and they see everything. They’d be a potent ally to the vampires of any other of Seattle’s factions - if they can be found.

Tight-Knit

No other faction of vampires in Seattle looks out for their own like the Nosferatu. What else can you do, if nobody else will even look at you?

Information Brokers

It’s amazing what the Nosferatu’s peculiar skills and a few decades of being ignored will unearth, if your home happens to be one of the tech hubs of the world. The Unseen know what you did, why you’re trying to hide it - and who’ll pay to find out.

Unnoticed

Seattle has been a city of drifters, transients and homeless for almost as long as it has existed. By and large, people just look the other way. The Unseen walk among these unfortunates, hidden in plain sight to vampire and human alike.

Bloodlines 2 at IgroMir Expo

IgroMir Expo


If you are Igromir this week, don't be shy and come find us Hall 3, booth F10, to participate in the many fun activities we have in store!





We promise they don't bite....

Faction: The Newcomers

Hello everyone!

Up next, our fourth of five revealed Factions of Seattle, The Newcomers. The Tremere have been historically kept out of Seattle - until Prince Cross suddenly allowed them access to the University District territory. There’s endless speculation about where in Europe these Newcomers might hail from and why the Prince decided to take them in now.

The Newcomers


"I realize that there are many in Seattle who will disparage you from associating with us. We're a threat to their stability - the inevitable pressure that changes the way the city's blood flows."
-Elif Parmak, right hand of Viktor Goga

The Faction’s charismatic leader, “Professor” Viktor Goga offers any vampire who would join him safe access to blood in one of the city’s richest hunting grounds, a spot in a rapidly progressing organization - and a promise of something greater. After all, it’s said that clan Tremere knows more about the true potential of Kindred blood than any other.

The Newcomers’ ranks have swollen with occultists, scholars, college students, runaways, and more than a few defectors from the other factions. Already, the Baron views the Tremere’s operation as his most dangerous competition.

Though conflict is on the horizon, the Tremere’s star keeps rising. Alluring, confident, visionary; they offer opportunity and risk in equal measure.



Academics


Founded by blood mages, recruiting from and hunting in the University, the Newcomers are easily Seattle’s most learned Kindred faction. Those with talent can rise to the top quickly.


The Pyramid


Vienna lies shattered; Tremere across the globe are on the run. Still, there are whispers of the secrets and connections the Newcomers can call upon. Likely, not even Prince Cross himself can tell every rumor from truth. Either way, the Tremere's abilities generate a healthy fear in the Kindred community.


Outcasts


Nobody seems to know quite what led the warlocks to make the journey from Europe to the far edge of America. Given the Camarilla's generosity, it's likely they paid a high price to enter the city. What that price was, no one's quite sure.

Faction: The Baron

Hello everyone!

Up next, our third of five revealed Factions of Seattle, The Baron. No matter who you are, no matter what you did, no matter who you’re running from; the Baron has a job for you. Promotion and power comes quickly in his organization - if you can stomach the work.

The Baron
“You’re in the game now son. Ever since the night you got bit. That’s just how it is now.” - Josephine, lieutenant of the Baron


It’s hard to know just how many vampires swear allegiance to The Baron of Aurora. In parts, that’s because very few of Seattle’s Kindred have actually met him. Acting through his lieutenants, he has taken in the city’s destitute, defiant and desperate, turning them into a ruthlessly disciplined force with hands in every shady deal.

It’s said that every Kindred faction had to turn to the Baron at one time or another to carry out some unsavory business. This has turned him into one of the best-insured and simultaneously most dangerous vampires in the Emerald City. Where a less prudent man might turn such capital into a bid for Princedom, he has so far been content to stay in the back-alleys of his turf, hoard favors, and brutally defend his business interests.

Other Kindred often sneer at the Baron’s operation, which employs humans, ghouls, Thinbloods and vampires; thugs, drifters, smugglers, hitmen and gang members. Only the foolish mistake this for weakness: The people who bend the knee to the Baron may be the most dangerous force the city has to offer.


Necessary Evil

Nobody likes the Baron and his people - until they need something done or procured quietly and quickly. Someone will play this part, in any city. Many of Seattle’s powerful tell themselves that it’s just as well to further indebt yourself to the Devil you know.


Off the Grid

The Baron’s operation thrives among the criminal element. Ironically, this has allowed his people to get away with things the other factions would have to treat as a Masquerade breach: Which beat cop truly thinks twice about some low-life ex-con meeting an especially grisly end in a turf war? On the flip side, unlife is often much shorter for the Baron’s people.


Kingpin

The Baron has no illusions about his own security: While seemingly unassailable now, his strength will remain only as long as he stays ahead of all competitors. If he ever shows weakness or becomes unreliable, his whole operation is going to fall, beginning with him.