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What is the story behind the visual update from December?

TL;DRThe December visual video began as an internal year-end compilation to motivate staff, and after Chris suggested showing backers it was cut to remove spoilers, with visual quality described as roughly 40% done.

Nathan DearsleyArt Director, Squadron 42

I wanted to do something that pushed the envelope a little bit more as a closeout for the year, so everyone can go home for the Christmas holidays and be motivated about coming back in the new year. It's been a tough one. And so I went through the year of data, the year of visuals, collated all that information and pretty much cut it all together into one edited video to show to the entire company, internally only at that point. I think the original video was just over 10 minutes long. There was an awful lot of content; it had characters in it, it had lots more cinematics and everything. And then of course, it's funny, because I showed it and everyone was quite silent in the meeting. I was like, oh, there we are then. And then I get the email from Chris: "Hey, man, this is really cool. We should totally do something with this. We should show our backers." And then, long story short, we just basically went through all of that footage and removed anything that was too spoilery. Because obviously, with it being a narrative-driven game, it's very hard to show content to the outside world without spoiling certain characters, without spoiling certain story moments.

Jared HuckabyHost, Community

That's been a theme of this episode so far, the spoilers.

Nathan DearsleyArt Director, Squadron 42

Yeah, I mean, everything's quite sensitive. There's not really much that goes on in the story that wouldn't give stuff away, if that makes sense. So, for example, if we just showed you one character, you'd just go, okay, I get it, I know who he is in the script. Want to avoid that. So that's how we ended up with that, basically like a show and tell. It's certainly not finished, it's not polished. I'd say visual quality wise, probably about 40% in that video. There's still a lot to do visually. But I think it's coming together. And it was really nice actually seeing the video where it shows how diverse the locations are; the game's not going to suffer from visual fatigue in the slightest. It's one of the key things I wanted to avoid.

Calling All Devs›Squadron 42·
Published on this date.13 Mar 2020