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Development Diary #3: The Neo-Noir Art Style of Bloodlines 2

Hello, I’m Ben Matthews. My job is Associate Art Director on Bloodlines 2. A couple of weeks ago Sarah talked about the narrative themes of Neo-Noir and how it fits into our game and now I’m here to give you the artist’s perspective.

What is Neo-Noir?

Neo-Noir is a revival movement of Film Noir from the mid 20th century. Artists focus on modern day cities, painting them in bright neon lights and deep shadows. It’s very moody and evokes places that harbour sinister characters. Think Blade Runner or John Wick. Subversive, Dark, and Threatening, are all Neo-Noir conventions we’re focusing on for our game. VtM is all of these tones and so naturally it worked hand in hand when it came to creating the seedy underbelly of our Seattle. From Locations to Characters our vision is about showing a side of Seattle at night that goes deeper than what you see on the surface. Whether it’s dark-cornered alleyways to roam or interiors that host Machiavellian politics behind closed doors. Neo-Noir puts atmosphere and contrast at the centre of its palette and that’s something that works perfectly with our Vampire fantasy and ultimately Bloodlines 2.

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The haven of a vampire can be a good insight into their mind.

The World of Shadow VS the World of Light

As an Elder thrust into a modern and unfamiliar world we’re playing on all of the visual elements of Neo-Noir to paint a picture of Seattle through the eyes of our Vampire. Contrast is very important to this visual identity in lots of different ways. A classic of Neo-Noir is light and dark. We use this to split the world into two. Vampires inhabit the dark, it’s a place you need to use for safety but dark places feel more dead because of this. The darkness becomes the place where we feel the most secure, the most in tune with the world around us.

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You need to be able to see where you’re going even in the dark so that’s why we’ve used a very cold colour pallet for these places. That lets us use warm colours to add life to the rest of the world that’s lit up. Humans live in the light and because you need to maintain the Masquerade, that makes the light more dangerous for you. Whether it’s delving into the depths of Seattle's nightlife or stalking your prey for the next feed, leaving the darkness and entering the light, warm human world should be a calculated risk but one we ultimately need to take. Vampire senses are stronger than a mortal person’s so we have very a vibrant style juxtaposed between the dead Vampire world and the dangerous, energetic human world. All of these elements are accentuated in Neo-Noir’s unique use of colour and tone; the changes between light and dark have always been sudden and stark.

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No Neo-Noir world would be complete without an eclectic mix of miscreants and personalities. The characters we meet throughout the game themselves have of course also taken a lot of influence from Neo-Noir aesthetics, each having their own visually striking home in Seattle creating a world of vibrancy and contrast.

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Seattle by Night

It’s not a 1:1 scale replica but we’ve created our Seattle by spending a lot of time researching with Google Earth, maps and real life visits. We haven’t taken things verbatim but we have tried to capture the soul of the city and give it a Vampire Skew. The focus is on creating a world that lives in between the living world. Dark places just outside of the streets and high rises of the living world. We also looked at other American cities like New York and San Francisco. References on alleyways, pipes and fire escapes have helped us make it feel lived-in.

Snow is a big feature of the city’s look. It organically changes the shapes and feel of streets, rooftops and buildings. It fills the air around you to create a beautiful mood. Noir is famous for its rain but we love the look of how it covers everything.

Inspirations

We’re always learning about art of every type. Movies, books, fine art and even dance have given us inspiration. Neo-Noir Photography and Cinema visuals have been big influences. Whether it’s Nicolas Miller’s eerie elemental cityscapes or the visions of cultures hidden in plain sight in movies like John Wick and the works of Nicolas Winding Refn. We’ve worked hard on painting a picture of a dark, otherworldly underbelly hidden in the recesses of modern Seattle. Nicolas Miller’s work focuses a lot on the environmental atmosphere and the effect weather can have on people to make impactful images. We’re leveraging UE5’s atmospherics in the same way, creating dense scenes thick with warm glows and cold spotlights. Snow and fog play a large part of that in our Seattle helping to create layers of texture and visual storytelling.

Next Dev Diary is in two weeks! We will be talking about creating concept art.
 
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Snow is a big feature of the city’s look. It organically changes the shapes and feel of streets, rooftops and buildings. It fills the air around you to create a beautiful mood. Noir is famous for its rain but we love the look of how it covers everything.
Do you have a picture of it? You include interior shots that illustrate your points in some respect but no images of the greater city. Given that you call out the snowscape in particular I'd love to get a shot of it so we can see what you mean.
 
Aren't you reducing the Masquerade to a color coded alert state... Aren't you?
 
Do you have a picture of it? You include interior shots that illustrate your points in some respect but no images of the greater city. Given that you call out the snowscape in particular I'd love to get a shot of it so we can see what you mean.
We'll have more images to show at a later date so hang in there!
 
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One of the good things about the first game is that it didn't shy away from making bright locations. There should be a variety of ambiences in the game contrasting with one another and reminding you of how different vampirism can be depending on the affected person.
 
Hmm, can you elaborate what you mean?
Oh, you know the usual lazy visual shenanigans since Thief: dark, blue = safe, light, red = danger. And since Dishonored seems to have been a major inspiration for this thing (there are more comparison from that game than from the numerous Vampire VNs), I fear that the Masquerade will just be a silly timed alert state where you have to find a dark spot before the NPCs narc on you...
 
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Oh, you know the usual lazy visual shenanigans since Thief: dark, blue = safe, light, red = danger. And since Dishonored seems to have been a major inspiration for this thing (there are more comparison from that game than from the numerous Vampire VNs), I fear that the Masquerade will just be a silly timed alert state where you have to find a dark spot before the NPCs narc on you...
They explicitly said they decided not to make the game like Dishonored...
 
I must admit ...
Im a little confused about this article ... you tell us about "contrast of bright neon lights and deep shadows" ...
And then you show us a picture where are just two candles ... picture with basicaly no conciderable light source at all ... picture of table illuminated by single lightbulb ... and all of them mashed together.

So where exactly is that contrast you were talking about? o_O

Once again ... i dont really know what are we supposed to think about this DD ...
Those pictures dont look bad, dont take me wrong, they just feels like they dont really fit to that text. :-/

As for the second usefull information ...
I dont think anybody expected an English studio to perfectly know Seattle ... that was one of few bright sides of previous developers ...

But since you admit you dont ... i wonder why not change location then?
I mean ... and feel free to corect me.
- Either you are using asets you were given, so you stick to original location, bcs its allready done ... then is a bit weird that you claim "you" did it.
- Or you are not, so there is nothing stoping you from put the story whenever you want ... no? After all, its nothing easier than just not call it Seattle. :D

Dunno ... i still feel kinda confused by all this. :-/
Do you have a picture of it? You include interior shots that illustrate your points in some respect but no images of the greater city. Given that you call out the snowscape in particular I'd love to get a shot of it so we can see what you mean.
I believe there was one snowy picture in last DD ...
Let me fetch it for you:
image-67.png


I take the pics are from our soon to be Elder lair. Nice o(* ̄︶ ̄*)o
It is? o_O

I honestly hope not ...
I thought we are supposed to play as an Elder who just woke up from few decades long nap (read as: torpor) ...

But here i see throwing darts, electric fans, fluorescent tubes, microwave, cofee maker ...
Maybe im nitpicking, or maybe im wrong in presuming how old theese things are ... but neither of it looks like things that belongs into lair of a creature from distant past. :-/

UNLESS of course ... it will be established that our lair was used by some homeless as his lair while we were sleeping, that would be acceptable explanation, i gues. :D
 
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It is? o_O

I honestly hope not ...
I thought we are supposed to play as an Elder who just woke up from few decades long nap (read as: torpor) ...

But here i see throwing darts, electric fans, fluorescent tubes, microwave, cofee maker ...
Maybe im nitpicking, or maybe im wrong in presuming how old theese things are ... but neither of it looks like things that belongs into lair of a creature from distant past. :-/

UNLESS of course ... it will be established that our lair was used by some homeless as his lair while we were sleeping, that would be acceptable explanation, i gues. :D

My immediate thought was this is a place the newly awoken Elder took over when he/she arrived to Seattle. Not the lair he/she spent hundreds years taking a good nap.
 
Yes, that would make sense ...
Just some place that is our lair from now on.

Still could use some work tho ...
Those windows dont looks much sunproof. :D
 
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The snow thing seems to annoy a lot of people in other places; because Seattle apparently doesn't get a lot of it. But if I recall correctly, the "original" Bloodlines 2 was supposed to be snowy too, and done by people living there, so accusations that that's a failure of local knowledge seem odd to me. ^^;
 
I dont really think so ...
You are right. Old dev diaries explicitly mention this even:
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.

I mean, Google clearly shows snowy Seattle too, so it can't be that it's never snowy there. But interesting that this is something specifically different now.

Kinda fun comparing the dev diaries ...
Old:
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.
Also old:
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:
The World of Shadow VS the World of Light
As an Elder thrust into a modern and unfamiliar world we’re playing on all of the visual elements of Neo-Noir to paint a picture of Seattle through the eyes of our Vampire. Contrast is very important to this visual identity in lots of different ways. A classic of Neo-Noir is light and dark. We use this to split the world into two. Vampires inhabit the dark, it’s a place you need to use for safety but dark places feel more dead because of this. The darkness becomes the place where we feel the most secure, the most in tune with the world around us.

(image)

You need to be able to see where you’re going even in the dark so that’s why we’ve used a very cold colour pallet for these places. That lets us use warm colours to add life to the rest of the world that’s lit up. Humans live in the light and because you need to maintain the Masquerade, that makes the light more dangerous for you. Whether it’s delving into the depths of Seattle's nightlife or stalking your prey for the next feed, leaving the darkness and entering the light, warm human world should be a calculated risk but one we ultimately need to take. Vampire senses are stronger than a mortal person’s so we have very a vibrant style juxtaposed between the dead Vampire world and the dangerous, energetic human world. All of these elements are accentuated in Neo-Noir’s unique use of colour and tone; the changes between light and dark have always been sudden and stark.
Seems like roughly the same concept, though a bit re-tuned or something, perhaps.

(and now with snow for some reason ;) )
 
Seems like roughly the same concept, though a bit re-tuned or something, perhaps.
Wich is perfectly understandable ... since they are using asets that were provided by HSL ...

(and now with snow for some reason ;) )
If i would need to bet ...
I would say that they simply needed to change something, so they can call it their creation ... and so they simply took what they were given and added layer of snow on top of it. :-/

That may ofc be just my own bitterness talking. :D

But the sad truth is, that so far i have basicaly noticed nothing new ... well, maybe except that one asian looking lady in black, i dont know her.