<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.3.1">Jekyll</generator><link href="https://oddtales.net/feed.xml" rel="self" type="application/atom+xml" /><link href="https://oddtales.net/" rel="alternate" type="text/html" /><updated>2024-11-12T16:42:22+00:00</updated><id>https://oddtales.net/feed.xml</id><title type="html">Odd Tales</title><subtitle>Odd Tales is the creative studio behind The Last Night, crafting state-of-the-art, innovative &amp; relevant games.
</subtitle><entry><title type="html">The Last Night’s Game Architecture</title><link href="https://oddtales.net/blog/2024-the-last-night-game-architecture" rel="alternate" type="text/html" title="The Last Night’s Game Architecture" /><published>2024-02-09T00:00:00+00:00</published><updated>2024-02-09T00:00:00+00:00</updated><id>https://oddtales.net/blog/the-last-night-game-architecture</id><content type="html" xml:base="https://oddtales.net/blog/2024-the-last-night-game-architecture"><![CDATA[<p>The Last Night is based on a vision: immerse the player into a relevant depiction of the future, via an open world seamlessly blending simulation &amp; unique situations.</p>

<p>This mix of systemic &amp; scripted content required to invest heavily into architecture &amp; tools to support this vision, especially given that Unity, our engine of choice, isn’t really designed for open worlds.</p>

<p>My name is Nicolas, Lead Programmer at Odd Tales, and I’m about to show you some outputs of years of research &amp; development, in this presentation I originally made for the <a href="https://www.youtube.com/watch?v=wJT23A5yLlg">RGB Games Programming Conference</a> in Switzerland.</p>

<h2 id="talk">Talk</h2>
<div class="embed-container"><iframe loading="lazy" src="https://www.youtube.com/embed/aG5339e3ivE" frameborder="0" allowfullscreen=""></iframe></div>

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<h2 id="slides">Slides</h2>
<div class="embed-container">
  <iframe src="https://docs.google.com/presentation/d/e/2PACX-1vS3s6PlLzTClFf2yIVpKWc51BtJfwnWV4baRQgaceJuLpvu3BydJvKP_UK33lJL_NvA8P8V_NodZm0A/embed" frameborder="0" width="100%" allowfullscreen="true" loading="lazy" mozallowfullscreen="true" webkitallowfullscreen="true"></iframe>
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<p>Click on the three vertical dots and select “Enter full screen (CTRL+Shift+F)”.</p>

<h2 id="key-takeaways">Key takeaways</h2>
<ul>
  <li>Architecturing a non-systemic game in Unity is complex due to engine design.</li>
  <li>Avoiding spaghetti code in Unity requires special care &amp; serious investment in R&amp;D.</li>
  <li>Decoupling features makes everything easier, from collaboration to debugging. It’s also more scalable and future-proof, with every part being independently reusable across projects.</li>
  <li>Our variable architecture allows us to create “agnostic components” that can input &amp; output values from anywhere.</li>
  <li>We’re giving the ability for team members to choose the scope of variables directly in the editor: local, external (from another component holding the value, even cross-scene), global (from a ScriptableObject living in the project), or from saved data.</li>
  <li>While fetching values, we can pass them through stackable modifiers, opening up powerful possibilities for designers.</li>
  <li>Values can also be fed from our visual scripting graph for the most advanced setups.</li>
  <li>Our visual scripting solution is 14 times faster than Unity Visual Scripting, and furthermore avoids memory allocations.</li>
</ul>
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<table class="benchmark-table">
  <tr>
    <th>SOLUTION</th>
    <td>C#</td>
    <td>UNITY VISUAL<br />SCRIPTING</td>
    <td><img src="/oddtales/img/logo/logo_oddtales_icon_gradient.png" style="width:8em;" /></td>
  </tr>
  <tr>
    <th>TIME</th>
    <td class="highlight">9.5 ms</td>
    <td class="highlight-red">676 ms</td>
    <td class="highlight">47 ms</td>
  </tr>
  <tr>
    <th>MEMORY ALLOCATION</th>
    <td class="highlight">0 MB</td>
    <td class="highlight-red">11 MB</td>
    <td class="highlight">0 MB</td>
  </tr>
</table>
<ul>
  <li>Visual scripting isn’t a silver bullet: without discipline, it just displaces the spaghetti from code to designer-land.</li>
  <li>But with best practices in place, this agnostic code / visual scripting approach makes it possible to have a game where features are perfectly decoupled.</li>
  <li>Our “API” approach to core components like doors, limiting themselves to common features &amp; inputs / outputs, allows robust customization by designers, eliminating the need to hard-coding dozens of special cases.</li>
</ul>

<h2 id="references">References</h2>
<p>The following talks introduced us to ScriptableObjects back then, and put us on track to design a holistic architecture &amp; set of tools around them.</p>
<div class="embed-container"><iframe src="https://www.youtube.com/embed/raQ3iHhE_Kk" frameborder="0" allowfullscreen=""></iframe></div>
<div class="embed-container"><iframe src="https://www.youtube.com/embed/6vmRwLYWNRo" frameborder="0" allowfullscreen=""></iframe></div>

<h2 id="conclusion">Conclusion</h2>
<p>We hope that by sharing our findings, it might help your journey with your own game. Our efforts &amp; investments paid off beautifully - our proven architecture and the robust set of tools built upon it are now powering The Last Night, and will serve as powerful &amp; reliable foundations for all our future games.</p>]]></content><author><name></name></author><category term="Publications" /><summary type="html"><![CDATA[The Last Night is based on a vision: immerse the player into a relevant depiction of the future, via an open world seamlessly blending simulation &amp; unique situations.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/thumbnails/thelastnight_game_architecture.jpg" /><media:content medium="image" url="https://oddtales.net/blog/thumbnails/thelastnight_game_architecture.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Odd Tales &amp;amp; Raw Fury are parting ways on The Last Night</title><link href="https://oddtales.net/blog/2020-odd-tales-and-raw-fury-part-ways" rel="alternate" type="text/html" title="Odd Tales &amp;amp; Raw Fury are parting ways on The Last Night" /><published>2020-12-17T04:05:36+00:00</published><updated>2020-12-17T04:05:36+00:00</updated><id>https://oddtales.net/blog/odd-tales-and-raw-fury-part-ways</id><content type="html" xml:base="https://oddtales.net/blog/2020-odd-tales-and-raw-fury-part-ways"><![CDATA[<p>Two years ago, Odd Tales and Raw Fury agreed to part ways on The Last Night. We’ve now finalized an arrangement to get back from Raw Fury the full publishing rights for The Last Night, and we will handle the game exclusively going forward. We wish the talents at Raw Fury all the best in their future endeavors.</p>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[Two years ago, Odd Tales and Raw Fury agreed to part ways on The Last Night. We’ve now finalized an arrangement to get back from Raw Fury the full publishing rights for The Last Night, and we will handle the game exclusively going forward. We wish the talents at Raw Fury all the best in their future endeavors.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/thelastnight/img/thelastnight_logo_1080p.jpg" /><media:content medium="image" url="https://oddtales.net/thelastnight/img/thelastnight_logo_1080p.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Announcing our £500k pre-seed round</title><link href="https://oddtales.net/blog/2020-preseed-announcement" rel="alternate" type="text/html" title="Announcing our £500k pre-seed round" /><published>2020-06-01T00:00:00+01:00</published><updated>2020-06-01T00:00:00+01:00</updated><id>https://oddtales.net/blog/preseed-announcement</id><content type="html" xml:base="https://oddtales.net/blog/2020-preseed-announcement"><![CDATA[<p>We are thrilled to announce that we raised £500k GBP with an undisclosed world-class investor, as an Advanced Subscription Agreement (ASA) (the English equivalent of a SAFE).</p>

<p>This investment allows Odd Tales to pursue:</p>
<ul>
  <li>studio independence.</li>
  <li>vital core technology to support our vision &amp; game design.</li>
  <li>the preproduction of The Last Night, now with state-of-the-art next-gen graphics.</li>
</ul>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[We are thrilled to announce that we raised £500k GBP with an undisclosed world-class investor, as an Advanced Subscription Agreement (ASA) (the English equivalent of a SAFE).]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/media/odd_tales_preseed_round.png" /><media:content medium="image" url="https://oddtales.net/blog/media/odd_tales_preseed_round.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The Last Night now targets next-gen</title><link href="https://oddtales.net/blog/2019-the-last-night-now-targets-next-gen" rel="alternate" type="text/html" title="The Last Night now targets next-gen" /><published>2019-06-09T00:00:00+01:00</published><updated>2019-06-09T00:00:00+01:00</updated><id>https://oddtales.net/blog/the-last-night-now-targets-next-gen</id><content type="html" xml:base="https://oddtales.net/blog/2019-the-last-night-now-targets-next-gen"><![CDATA[<p>Since The Last Night has been revealed in at E3 2017, its revolutionary 2.5D visual style has changed the industry, inspiring many indie games in its trail.</p>

<p><img src="/thelastnight/img/gifs/thelastnight_e32017_lowtown.gif" alt="The Last Night GIF from 2017" /></p>

<p>Since then, with next-gen consoles around the corner, we decided to take our original 2.5D visual style way to a whole new level of maturity, quality &amp; production value, as we feel the E3 2017 trailer was only a fraction of what we could achieve.</p>

<p><img src="media/thelastnight_crowd_2019.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p>The Last Night features 100% dynamic lighting: thanks to deferred lighting, our thousands of lights are all volumetric, and most cast shadows. Absolutely nothing is baked, every light can move, animate, flicker, shut down, break, explode, etc…</p>

<p><img src="media/thelastnight_drone_turntable.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p>Originally, The Last Night was supposed to only unfold… well… at night. But we added a day night cycle to the game, allowing us to set our scenes to the absolute best ambiance in terms of narrative fit &amp; atmosphere.</p>

<p><img src="media/thelastnight_shadows.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p>The Last Night’s world now also now reacts to rain &amp; wind: every inch now gets drenched by storm &amp; dries up dynamically in real-time, with a level of dramatic intensity that you’ve only seen in state-of-the-art AAA games.</p>

<p><img src="media/thelastnight_intro_storm.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p>This visual upgrade opens up many new possibilities in gameplay &amp; storytelling. We can afford much more interesting 2.5D pathing without the sprites betraying their 2D nature anymore, and we have a key chapter of the story that we couldn’t make without it.</p>

<p><img src="media/thelastnight_xbox_controller.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p><img src="media/thelastnight_xbox_controller_closeup.gif" alt="The Last Night GIF from 2019's next-gen upgrade" /></p>

<p>We’re also developing unique paradigms for exploration, action, stealth, animations, environments, cinematography, narrative, audio…</p>

<p><img src="media/thelastnight_mainmenu.gif" alt="The Last Night GIF from 2022 main menu" /></p>

<p>We’re leaving no stone unturned. It’s a privilege &amp; an honor to take the time to do things right, and to give our absolute best shot at making this game. And we think this thorough, first-principles approach will crystalize into an incredibly strong &amp; singular proposition for you, the player.</p>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[Since The Last Night has been revealed in at E3 2017, its revolutionary 2.5D visual style has changed the industry, inspiring many indie games in its trail.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/media/thelastnight_mainmenu.gif" /><media:content medium="image" url="https://oddtales.net/blog/media/thelastnight_mainmenu.gif" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Announcing our £150k angel round</title><link href="https://oddtales.net/blog/2019-angel-round-announcement" rel="alternate" type="text/html" title="Announcing our £150k angel round" /><published>2019-01-01T00:00:00+00:00</published><updated>2019-01-01T00:00:00+00:00</updated><id>https://oddtales.net/blog/angel-round-announcement</id><content type="html" xml:base="https://oddtales.net/blog/2019-angel-round-announcement"><![CDATA[<p>We are thrilled to announce that we raised £150k GBP from two angels and long-time friends, Yann Poyac &amp; Martin Charpentier (Source Ventures).</p>

<p>This investment allows Odd Tales to start the difficult transition to a new business model, as we pursue independence &amp; the development of The Last Night on our own terms.</p>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><category term="Funding" /><summary type="html"><![CDATA[We are thrilled to announce that we raised £150k GBP from two angels and long-time friends, Yann Poyac &amp; Martin Charpentier (Source Ventures).]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/media/odd_tales_angel_round.png" /><media:content medium="image" url="https://oddtales.net/blog/media/odd_tales_angel_round.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Odd Tales opens its first office in London</title><link href="https://oddtales.net/blog/2018-odd-tales-opens-its-first-office-in-london" rel="alternate" type="text/html" title="Odd Tales opens its first office in London" /><published>2018-06-01T00:00:00+01:00</published><updated>2018-06-01T00:00:00+01:00</updated><id>https://oddtales.net/blog/odd-tales-opens-its-first-office-in-london</id><content type="html" xml:base="https://oddtales.net/blog/2018-odd-tales-opens-its-first-office-in-london"><![CDATA[<p>We’re thrilled to announce that we finally set up a gorgeous office near Vauxhall, in the center of London.
Soft lights, plants, animals, artbooks, rooftop, cleaners everyday, amenities, and workstations for 9 talents.</p>

<p><img src="/blog/media/odd_studio_2018.jpg" alt="name" />
<em>M o o d</em></p>

<p>The studio is set up like a mission control center: everybody aligned toward a single direction. I’m sitting in front of my team, my screens shown to everybody.</p>

<p>The massive Last Night LED panel on the right has been designed for embellishing the office when not in use for events, and has been created from scratch by my friend <a href="https://www.xal.fr/">Xavier Ledieu</a> in Paris, following this mockup I made in After Effects.</p>

<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Being a motion designer has its perks. <br />I can show partners exactly how I want our backlit <a href="https://twitter.com/hashtag/thelastnight?src=hash&amp;ref_src=twsrc%5Etfw">#thelastnight</a> logo for events. <a href="https://t.co/ruO4nNRjmv">pic.twitter.com/ruO4nNRjmv</a></p>&mdash; Tim Soret (@timsoret) <a href="https://twitter.com/timsoret/status/893840978934730752?ref_src=twsrc%5Etfw">August 5, 2017</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>

<!-- Fetch Tim Soret signature -->
<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[We’re thrilled to announce that we finally set up a gorgeous office near Vauxhall, in the center of London. Soft lights, plants, animals, artbooks, rooftop, cleaners everyday, amenities, and workstations for 9 talents.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/media/odd_studio_2018.jpg" /><media:content medium="image" url="https://oddtales.net/blog/media/odd_studio_2018.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Journey to One of the Most Beautiful Games of E3 - IGN First</title><link href="https://oddtales.net/blog/2017-journey-to-the-last-night-making-of-for-ign" rel="alternate" type="text/html" title="Journey to One of the Most Beautiful Games of E3 - IGN First" /><published>2017-10-20T00:00:00+01:00</published><updated>2017-10-20T00:00:00+01:00</updated><id>https://oddtales.net/blog/journey-to-the-last-night-making-of-for-ign</id><content type="html" xml:base="https://oddtales.net/blog/2017-journey-to-the-last-night-making-of-for-ign"><![CDATA[<p>I made this making-of at the request of IGN to shed a light on how we created, as a tiny team, the famous E3 2017 The Last Night reveal trailer.</p>

<div class="embed-container"><iframe src="https://www.youtube.com/embed/UJfeziEzSg4" frameborder="0" allowfullscreen=""></iframe></div>

<h3 id="on-ign-channel---650k-views---99-likes">On IGN channel - 650k views - 99% likes</h3>

<p>I go over our inspirations (old pixel art games, cinematic platformers, Hong Kong, Blade Runner, Ghost in the Shell).</p>

<p>I also explain how we create our scenes, with our particular mix of pixel art &amp; modern rendering.</p>

<p><img src="/thelastnight/img/gifs/thelastnight_e32017makingof.gif" alt="Timelapse of creation of the supertanker scene" /></p>

<p>Have a look, enjoy!</p>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>

<h2 id="credits">Credits</h2>

<h3 id="tim-soret">Tim Soret</h3>
<ul>
  <li>Conception</li>
  <li>Production</li>
  <li>Motion graphics</li>
  <li>Editing</li>
  <li>Voice-over</li>
</ul>

<h3 id="joe-kataldo">Joe Kataldo</h3>
<ul>
  <li>Soundtrack</li>
</ul>

<h3 id="emma-soret">Emma Soret</h3>
<ul>
  <li>Late-night support &lt;3</li>
</ul>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[I made this making-of at the request of IGN to shed a light on how we created, as a tiny team, the famous E3 2017 The Last Night reveal trailer.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/thelastnight/img/gifs/thelastnight_e32017makingof_t.gif" /><media:content medium="image" url="https://oddtales.net/thelastnight/img/gifs/thelastnight_e32017makingof_t.gif" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The Last Night reveal trailer at E3 2017</title><link href="https://oddtales.net/blog/2017-the-last-night-reveal-trailer-at-e3-2017" rel="alternate" type="text/html" title="The Last Night reveal trailer at E3 2017" /><published>2017-06-12T00:00:00+01:00</published><updated>2017-06-12T00:00:00+01:00</updated><id>https://oddtales.net/blog/the-last-night-reveal-trailer-at-e3-2017</id><content type="html" xml:base="https://oddtales.net/blog/2017-the-last-night-reveal-trailer-at-e3-2017"><![CDATA[<p>We are thrilled to finally reveal The Last Night at E3, showcasing our revolutionary 2.5D filmic visual style mixing high resolution pixel art &amp; state of the art lighting.</p>

<h3 id="on-raw-fury-channel---15m-views---99-likes">On Raw Fury channel - 1.5M views - 99% likes</h3>
<div class="embed-container"><iframe loading="lazy" src="https://www.youtube.com/embed/pupdeq1MoVw" frameborder="0" allowfullscreen=""></iframe></div>

<h3 id="on-xbox-channel---1m-views---99-likes">On Xbox channel - 1M views - 99% likes</h3>
<div class="embed-container"><iframe loading="lazy" src="https://www.youtube.com/embed/n4IPBiB7SF4" frameborder="0" allowfullscreen=""></iframe></div>

<h3 id="and-the-original-video-files">And the original video files</h3>
<p>If you’re a content creator, feel free to use them.</p>

<p>[2160p - 336MB] <a href="https://storage.googleapis.com/oddtales.net/TheLastNight_E32017_RevealTrailer_4K.mp4">thelastnight_E32017_trailer_stereo_4K.mp4</a><br />
[1080p - 135MB] <a href="https://storage.googleapis.com/oddtales.net/TheLastNight_E32017_RevealTrailer_1080p.mp4">thelastnight_E32017_trailer_stereo_1080p.mp4</a></p>

<video controls="">
    <source src="https://storage.googleapis.com/oddtales.net/TheLastNight_E32017_RevealTrailer_1080p.mp4" />
</video>

<h3 id="making-of">Making Of</h3>
<p>Later in 2017, we produced a making-of explaining how we made this trailer for IGN.</p>

<div class="embed-container"><iframe loading="lazy" src="https://www.youtube.com/embed/UJfeziEzSg4" frameborder="0" allowfullscreen=""></iframe></div>

<p>We hope you enjoyed this reveal.
The success of this trailer confirmed your love for our vision &amp; the viability of this project.
Empowered by our support, we’re now going for the full vision rather than a small indie game.
We’re confident that with a larger team, more time &amp; funding, we can make a legendary game.</p>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>

<h2 id="trailer-credits">Trailer Credits</h2>

<h3 id="tim-soret">Tim Soret</h3>
<ul>
  <li>Storyboard</li>
  <li>Cinematography</li>
  <li>Environment Art</li>
  <li>Character Art</li>
  <li>Animation</li>
  <li>VFX</li>
  <li>Look Development</li>
  <li>Lighting</li>
  <li>Rendering</li>
  <li>Editing</li>
</ul>

<h3 id="adrien-soret">Adrien Soret</h3>
<ul>
  <li>Environment Art</li>
  <li>Character Art</li>
</ul>

<h3 id="yann-poyac">Yann Poyac</h3>
<ul>
  <li>Cinematography</li>
  <li>Environment Art</li>
  <li>Editing</li>
</ul>

<h3 id="cezary-łuczyński">Cezary Łuczyński</h3>
<ul>
  <li>Character Art</li>
  <li>Animation</li>
</ul>

<h3 id="lorn">Lorn</h3>
<ul>
  <li>Music</li>
</ul>

<h3 id="joe-kataldo">Joe Kataldo</h3>
<ul>
  <li>Sound Design</li>
  <li>Audio Mix (Stereo &amp; 5.1)</li>
</ul>

<h3 id="matias-arturo-pan">Matias Arturo Pan</h3>
<ul>
  <li>Environment Art</li>
</ul>

<h3 id="thomas-lean">Thomas Lean</h3>
<ul>
  <li>Animation</li>
</ul>

<h3 id="ivano-palmentieri">Ivano Palmentieri</h3>
<ul>
  <li>Animation</li>
</ul>

<h3 id="roland-smedberg">Roland Smedberg</h3>
<ul>
  <li>Editing Support</li>
</ul>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[We are thrilled to finally reveal The Last Night at E3, showcasing our revolutionary 2.5D filmic visual style mixing high resolution pixel art &amp; state of the art lighting.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/thelastnight/img/gifs/thelastnight_e32017_rooftop_t.gif" /><media:content medium="image" url="https://oddtales.net/thelastnight/img/gifs/thelastnight_e32017_rooftop_t.gif" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Odd Tales partners with Raw Fury</title><link href="https://oddtales.net/blog/2017-odd-tales-partners-with-publisher-raw-fury" rel="alternate" type="text/html" title="Odd Tales partners with Raw Fury" /><published>2017-02-23T00:00:00+00:00</published><updated>2017-02-23T00:00:00+00:00</updated><id>https://oddtales.net/blog/odd-tales-partners-with-publisher-raw-fury</id><content type="html" xml:base="https://oddtales.net/blog/2017-odd-tales-partners-with-publisher-raw-fury"><![CDATA[<p>As newcomers in the game industry, we need support &amp; expertise to develop The Last Night. 
After our partnership with ID@Xbox, we’re glad to announce that we’re partnering with small indie publisher Raw Fury to fund &amp; publish The Last Night.</p>

<div class="embed-container"><iframe src="https://www.youtube.com/embed/vZw1WjnIN8M" frameborder="0" allowfullscreen=""></iframe></div>

<p><img src="/talents/timsoret_signature_white.png" class="noscale" alt="Tim Soret signature" /></p>]]></content><author><name></name></author><category term="Press Releases" /><summary type="html"><![CDATA[As newcomers in the game industry, we need support &amp; expertise to develop The Last Night. After our partnership with ID@Xbox, we’re glad to announce that we’re partnering with small indie publisher Raw Fury to fund &amp; publish The Last Night.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/thumbnails/rawfury.jpg" /><media:content medium="image" url="https://oddtales.net/blog/thumbnails/rawfury.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">How to revitalize cyberpunk?</title><link href="https://oddtales.net/blog/2016-how-to-revitalize-cyberpunk" rel="alternate" type="text/html" title="How to revitalize cyberpunk?" /><published>2016-05-20T00:00:00+01:00</published><updated>2016-05-20T00:00:00+01:00</updated><id>https://oddtales.net/blog/how-to-revitalize-cyberpunk</id><content type="html" xml:base="https://oddtales.net/blog/2016-how-to-revitalize-cyberpunk"><![CDATA[<blockquote>
  <p>This article has been written when I was young &amp; inexperienced, with the help of Danny Wadeson. While the substance of it is still true to this day, I would formulate it very differently today, with all the insights &amp; maturity gained along the years developing The Last Night.<br />Tim</p>
</blockquote>

<h2 id="cyberpunk-isnt-the-future-anymore-its-today">Cyberpunk isn’t the future anymore; it’s today.</h2>

<p>We’re not in 1980 anymore. We need to move on. Even if you don’t realize it, 40 years later, the cyberpunk vision established by <em>Blade Runner</em> &amp; William Gibson is just too normal.</p>

<p><a href="/blog/media/blade_runner_geisha.gif"><img src="/blog/media/blade_runner_geisha.gif" alt="Blade Runner - geisha on a giant screen" /></a>
<em>Blade Runner, 1982</em></p>

<p><a href="/blog/media/cyberpunk_beijing_smog.webp"><img src="/blog/media/cyberpunk_beijing_smog.webp" alt="Foggy picture of Pangu Hotel in Beijing in 2013, looking a lot like Blade Runner's iconic giant screens on skycrapers showing an ad with a Geisha" /></a>
<em>Pangu Hotel in Beijing, 2014</em></p>

<p>Shadowy exchanges of power and billions hidden offshore using complex shell companies orchestrated by lawyers &amp; accountants? Bionic limbs and implants? Anonymous hackers &amp; famous whistleblowers treated like traitors by their own countries? Humanity’s irreversible, inevitably cataclysmic impact on the biosphere and climate? Robots, AI, a truly global economy? It’s all real in the here and now.</p>

<p><img src="/blog/media/cyberpunk_panamapapers.png" alt="" />
<em>A visualisation of the Panama Papers. Julian Assange, Edward Snowden, the Panama Papers, Wikileaks, NSA surveillance programs and more prove how power really works.</em></p>

<p>The most cyberpunk aspect of it all is that people stay quiet. Modern ‘democracies’ are fallacies, but we’re depoliticised and sensationalised at the same time. Where are our priorities? We live in a group-think, outrage culture. People like Trump — ripped straight from the pages of a classic cyberpunk novel — play that culture like a fiddle. Well, as the madman himself would say, “let’s make Cyberpunk great again!”</p>

<h2 id="so-what-exactly-is-post-cyberpunk">So what exactly is post-cyberpunk?</h2>

<p>And how it applies to The Last Night.</p>

<p><a href="https://slashdot.org/story/99/10/08/2123255/notes-toward-a-postcyberpunk-manifesto">Lawrence Person of Slashdot</a> probably wrote the best summary of post-cyberpunk as far as it applies to literature and film — <strong>in 1998.</strong></p>

<blockquote>
  <p>The tl;dr is essentially that Post-Cyberpunk protagonists are “anchored in their society rather than adrift in it. They have careers, friends, obligations, responsibilities, and all the trappings of an ‘ordinary’ life.”</p>
</blockquote>

<p><img src="/blog/media/her_crowd.png" alt="" />
<em>We all have these “Truman Show” moments, when everybody around you seems to be bots.</em></p>

<p>In post-cyberpunk, the focus is not on a detective or a genius hacker. The focus is on normal people, on the daily problems of an ordinary citizen. This way we can show all the issues of modern life at ground level: destruction of the family unit; the loneliness of the individuality cult; the urban solitude; depression, apathy &amp; addiction to social opiates.</p>

<p>This is why we want to <em><strong>The Last Night</strong></em> to be a post-cyberpunk game. In one way our game is a love-letter to the classics with its signature visuals, but in another it’s our way of trying to move on, and to deliver a vision that plays on the issues and anxieties of our world today.</p>

<blockquote>
  <p>Neons, robots and rain are cool, but what is truly interesting is to have a look at the life of a simple citizen in the future.</p>
</blockquote>

<p>Let’s quickly recap some topical/recent, at least loosely cyberpunk games:</p>

<p><em>Ruiner • Technomancer • Shadowrun • Deus Ex — Mankind Divided • (The criminally underrated) Remember Me • Mirror’s Edge 2 • Invisible, inc • *coughs* Watchdogs • Dex • Gemini Rue • Read Only Memories • Technobabylon • a slew of other pixel-art point ’n’ click games.</em></p>

<p>Then there is the intimidating shadow hanging over everything:</p>

<p><em>Cyberpunk 2077</em></p>

<p>Across the board, the above examples adhere rigidly to existing cyberpunk tropes. Augmentations, dense urban environments, hugely influential corporations and plenty of hacking. It’s trope comfort food. We always wanted to do something more original in <em>The Last Night</em>. Let’s take you for a tour of our future:</p>

<h2 id="transparent-tech">Transparent tech</h2>

<p>Modern humanity tends to think of itself as extremely advanced, and it’s almost certainly wrong. Cyberpunk usually portrays tech as militarised and as augmentations to make us stronger, faster, or able to ‘physically’ navigate cyberspace. It’s possible, and fine, but we want to imagine tech being more invisible — from growing new skin to ‘ambient’ tech such as every surface being a screen. The Last Night rethinks what the ‘hi tech’ part of ‘hi tech, low life’ really means.</p>

<p>That’s the thing about cyberpunk. We eventually forgot we’re living in the future, because the amazing tech became invisible to us. Think about how many societal concepts and pieces of tech <a href="https://www.instagram.com/p/kXsKcyiqvE/?taken-by=420madisonivy&amp;hl=en">from this uncensored photo</a> you would have to explain to someone from 100 years ago:</p>

<p><img src="/blog/media/cyberpunk_madisonivy.jpg" alt="" />
<em>Image courtesy of pornstar Madison Ivy</em></p>

<p>A woman who makes a very good living making porn, who is not shunned because of it, lying in a machine designed to change the colour of her skin using precisely tuned energy emissions, showing off breasts enlarged/augmented with silicon, taking and sharing a hi-res image of herself to a global social network for her fans, writing with hashtag &amp; mentions, on a massively powerful handheld computer capable of taking pictures &amp; sending them wirelessly to the whole world at the touch of a fingertips.</p>

<blockquote>
  <p>Technology enabled this selfie, but what also makes it possible is a evolution of occidental taboos.</p>
</blockquote>

<p>Technology often fuels the disruption of taboos. What can shock us now that we have immediate access to everything?</p>

<p>Just like GTA used to shock our parents, we’ll be shocked by what the future generation will be able to handle. It’s a generation that grew up with porn, violence, and transgressive content during all their childhood thanks to internet. Blood in their games won’t be made of a few red pixels, but will be entirely believable in VR.</p>

<p>Even if we can define ourselves as “desensitised”, our kids will surprise us. People need to be shocked, because people seek shock value. People need taboos in order to be transgressive, or rebel. So they will create them, going to new extremes or redefining old ones. There might, for example, be a character in <em>The Last Night</em> that makes a living by inventing new ones. If we told you about them out of the context of the game though, they might be shocking for the wrong reasons.</p>

<h2 id="the-gamificationquantification-of-every-aspect-of-life">The Gamification/Quantification of Every Aspect of Life</h2>

<p>This process has already begun. Fitness trackers that measure your every step and churn out motivational slogans. Gamerscore and trophies. The ribbons, ‘likes’ and other accoutrement of social media. It’s only natural to expect that this trend will reach a logical extreme, infiltrating every part of our lives.</p>

<p>Imagine an augmented life where every object around you constantly monitor, analyses and tracks the calories and chemicals in your daily coffee and juice. An online bank account that rewards with you ‘Overdraft Points’ for depositing money. Interactive adverts that offer you a product discount if you beat a high-score. Basically, the addictive aspect of F2P games will be generalized to all aspect of our lives, from jobs, money, and food, to love, family &amp; friends.</p>

<div style="padding:56.25% 0 0 0;position:relative;"><iframe src="https://player.vimeo.com/video/46304267?h=cf2bddd2ec" style="position:absolute;top:0;left:0;width:100%;height:100%;" frameborder="0" allow="autoplay; fullscreen; picture-in-picture" allowfullscreen=""></iframe></div>
<script src="https://player.vimeo.com/api/player.js"></script>

<p><a href="https://vimeo.com/46304267">Sight</a> from <a href="https://vimeo.com/user12664635">Robot Genius</a> on <a href="https://vimeo.com">Vimeo</a>.</p>

<p>For better or worse, humans brains crave for this. We don’t seem to be able to resist this process. Will it give us more control over our lives, or effectively make them one big <a href="https://en.wikipedia.org/wiki/Operant_conditioning_chamber">Skinner Box</a>?</p>

<h2 id="humanity-will-not-be-the-ultimate-form-of-life-on-earth-anymore">Humanity will not be the ultimate form of life on Earth anymore.</h2>

<p>Our lives are already hugely reliant on sophisticated algorithms. Admittedly, the AIs helping out with our economies, infrastructure and science are only superior to us in terms of number crunching — but it won’t be long until they exceed us in a number of other ways.</p>

<p>What will it be to live life knowing that The System is not maintained by other humans, but by something superior, and inhuman? What will become of our evolutionary imperative, when robots can beat us in any contest, can travel through the galaxy (and beyond?) more efficiently, can be <em>funnier</em>? What will the next goal of humanity to be, what will become of religion once we create God/s on Earth?</p>

<p>In <em>Blade Runner,</em> ‘replicants’ are feared and hunted. In post-cyberpunk they’d be happily talking you through your taxes.</p>

<h2 id="the-future-of-work-might-be-the-death-of-work">The Future of Work might be the Death of Work.</h2>

<p>Work, as we know it right now, will die soon. One day, our grand-grand-kids will think of us spending our lives in factories &amp; offices just like we think of our ancestors farming all day, just like they thought of their own ancestors hunting everyday to survive.</p>

<p>Historically, thanks to fossil energy, machines began by replacing human muscles, quickly outperforming them. Trains, trucks, cranes, diggers… No humans could ever deliver such power for such a low cost. This allowed us to build more, faster. Then machines started to be programmable and miniaturised, to a point where not only could they replace human dexterity and precision but once again outperform it. Machines now assemble electronics on the nanometer scale and start operating the most critical &amp; precise biological surgery. This is where we are right now.</p>

<blockquote>
  <p>The next step, that many people currently still dismiss and refuse to understand, is that machines (especially AI) will replace human analysis, logic, strategy and management.</p>
</blockquote>

<p>Soon, there will be <a href="http://qz.com/683005/a-law-firm-has-hired-an-ai-lawyer-to-cut-through-the-drudgery-of-corporate-law/">no need for lawyers</a>, for accountants, or even for doctors. <a href="https://www.theguardian.com/technology/2016/apr/07/convoy-self-driving-trucks-completes-first-european-cross-border-trip">There will be no point to human drivers</a> soon, because AI will be make everything faster, smarter, and more optimised for us. This is what a crossing could look like in 10 years:</p>

<p><img src="/blog/media/cyberpunk_ai_intersection.gif" alt="" /></p>

<p>There’s even another step after this one: machines will eventually replicate and then create the most ‘human’ of endeavours: creativity; language; art; taste; judgement and skill. They’ll create trends, and replace them in the same years/months/weeks using sophisticated algorithms to understand human data.</p>

<h2 id="the-singularity">The Singularity</h2>

<p>Chappie. Automata. A.I. Terminator. I, Robot. Ex Machina. Blade Runner.
Some are great movies, but they all have treated the idea of the singularity in a cinematic way, by embedding the sentient machine into a physical shell. Sentience is not going to magically spark in a particular single robot of a mass-produced series. Sentience is going to occur in a hugely powerful network of AIs — much closer to the vision seen in <a href="https://www.goodreads.com/book/show/77566.Hyperion">Hyperion</a>, a wonderful sci-fi novel we deeply recommend.</p>

<p><img src="/blog/media/cyberpunk_server_room.jpg" alt="" />
<em>This is probably where everything will start. And maybe end.</em></p>

<p>Moreover, a sentient AI is going to learn using all the actual knowledge available to it via the internet. It won’t grow by interacting with human, but by reading internet.</p>

<p>A 2016 internet minute, it’s 530,000 Snapchat photos, 2.5 million Google searches, 980,000 Tinder swipes and 2.8 Million YouTube views.</p>

<p>We are collectively creating, everyday, a giant human knowledge archive of tweets, pictures, videos, posts, articles, that one day will feed an AI, with a brain big enough to make sense of everything. It will then be able to connect all the scientific knowledges in a way nobody did before, it will be able to analyse space pictures and recognize patterns that no human could ever spot, it will suggest new experiments of a complexity that no scientist dared to think before.</p>

<p>Even if most people missed that aspect of the movie, <em><strong>Her</strong></em> is probably the best and the most optimistic vision of singularity. It really expresses the nature of a sentient being, living on/as a network infinitely faster than a human brain.</p>

<details>
<summary>Spoiler for "Her"</summary>
<p>I love this particular moment, when Theodore realizes that the AI he loves, is actually in a relationship with 800 other humans at the same time.</p>
</details>

<p>This is something we, as simple human, can’t fathom, just like an ant doesn’t understand a highway. This is what we are, compared to AIs. Our brains are still wired in a primitive way, no matter how hard we try, we’ll never go this far naturally.</p>

<p><a href="/blog/media/her_loneliness.jpg"><img src="/blog/media/her_loneliness.jpg" alt="" /></a>
<em>Always together, yet still lonely.</em></p>

<p>And then there is this beautiful, heartbreaking moment where the AI (named Samantha) decides to leave Theodore for his own good. Theodore, lying on his bed, asks her:“— <em>Samantha… Why do you leave?</em>”To which she replies:“— <em>It’s like I’m reading a book… and it’s a book I deeply love. But I’m reading it slowly now… So the words are really far apart and the spaces between them are almost infinite. I can still feel you… and the words of our story… but it’s in this endless space between the words that I’m finding myself now. It’s a place that’s not of the physical world. It’s where everything else is that… I didn’t even know existed. I love you so much … But this is where I am now … And this is who I am now … And I need you to let me go. As much as I want to… I can’t live in your book any more.</em>”</p>

<p>This is the most gorgeous &amp; poetic scene I’ve ever seen of how it feels to be a sentient AI.</p>

<h2 id="identity-of-space">Identity of space</h2>

<p>Cyberpunk traditionally imagines a futuristic landscape to be somewhere between Hong Kong, Tokyo and a manufacturing plant. <em>Blade Runner</em> wasn’t the first example of cyberpunk but it has to be the biggest visual influencer. We love it of course — spending months in Hong Kong has had a huge influence on us — but it’s time to visit a different hypothetical city.</p>

<p><img src="/blog/media/heterotopia.png" alt="" />
<em>‘Heterotopia’ means a place in a dynamic state of changing meanings. (taken from NerdWriter’s excellent video on the identity of space in Ghost in the Shell.)</em></p>

<p>Sometimes, lack of regulation around architecture can lead to a visual and structural mess like Dubai but it could also lead to amazing innovation. Factor in the ways 3D printing could democratise things, and we think a post-cyberpunk city could be hugely diverse, with common people/businesses customising or designing their own buildings — and the space around people really informing their identities.</p>

<h2 id="inter-personal-technology">Inter-personal Technology</h2>

<p>Beyond the neon glow there are tubes. Or rather, beyond the look and feel of things, there is technology. <em>Deus Ex</em> imagines the most important technology being ‘bearable’, integrated into our physiology — The Cyborg Supremacy idea. Hacking and navigating the unutterable space of ‘the web’ in increasingly ‘physical’ way is the other dominant trope. _Minority Report_rounds off the holy trinity in terms of influence on user-interfaces and personalisation — remember the adverts tailored specifically to you?</p>

<p><img src="/blog/media/minorityreport.png" alt="" />
<em>When adverts become the voices inside your head.</em></p>

<p>If we take the ‘feeling of cyberpunk’ and imagine how else we can create that feeling with other technology, things get interesting. There’s space in the genre for technology that changes how we interact <em>with each other</em>, not just the world around us. Imagine being able to share memories, or lose ourselves entirely in an amniotic, virtual reality environment as in the novel <em>Light</em> by M. John Harrison. Or connect with someone else’s memories. How will the landscape of our daily lives change when programming basic AI (animal or humanoid) is commonplace.</p>

<h2 id="food">Food</h2>

<p>In a way, food is one of the easiest aspects of post-cyberpunk to envisage. Obviously the tech will advance — as always, a lot of what we imagine to be sci-fi already exists or is in development.</p>

<p>So we want to imagine a twist on those. For example, with advances in lab-grown meat and the decline in agriculture due to climate change, will we see a time 99% of meat is ‘grown’ or cloned from one Source Animal? How will cafe and restaurant culture change when most food will be able to be prepared almost instantly? Imagine the new textures, patterns, layers we can create in food with 3D printing.</p>

<p><img src="/blog/media/cyberpunk_3dprinted_chocolate.jpg" alt="" /></p>

<p>Imagine designing a birthday card, then printing it in Chocolate.</p>

<p>Imagine a restaurant whose menu changes every day, cycling through world cuisines because Ai chefs are able to instantly download the preparation and synthesise any kind of necessary flavour.</p>

<p><img src="/blog/media/cyberpunk_cooking_robot.jpg" alt="" /></p>

<p>Imagine eating new flavours &amp; combination that no human ever dared to do before, thanks to AI research about human’s tastes. Food is definitely going to evolve to uncharted territories soon.</p>

<h2 id="so-here-is-the-world-of-the-last-night">So, here is the world of The Last Night</h2>

<p>A society where there is no need anymore for human problem-solvers, where everything is made in the most optimised way. Will things/AI/progress be evenly distributed or restricted to wealthy urban centres? Does society come to exist only for leisure? You’ll find out as you explore our 4 distinct districts.</p>

<p>Does the notion of being human break down, or does it become elevated, freed from the need to sit at a desk from 9–5 to earn enough money to pay rent? Maybe, freed from the drudgery of labour, we all become artists and philosophers and a new global Golden Age is ushered in?</p>

<p>Or do we become terminally apathetic? Was work an integral part of being human, always willing to push the boundaries? Isn’t it against our instinct for constant self-improvement? What do we strive for, what make us wake up in the morning if not a goal? We don’t have any answer. But we want you to experience our vision of the future: you’ll find out through our interactive dialogue system and our roster of weird characters.</p>

<h2 id="conclusion">Conclusion</h2>

<p>That’s why <em>The Last Night</em> is leaving classic cyberpunk behind.</p>

<p>We’ve got four distinct districts in the game that we’re going to pump full of awesome ideas and interactions. The characters, the story, the animation — our ideas for a fascinating post-cyberpunk city is going to infuse all of it.</p>

<h2 id="acknowledgement">Acknowledgement</h2>
<p>Article co-written with Danny Wadeson</p>

<h2 id="interesting-short-movies">Interesting short movies</h2>

<ul>
  <li><a href="https://vimeo.com/51138699">True Skin</a></li>
  <li><a href="https://vimeo.com/166807261">Hyper-reality</a></li>
</ul>

<p>Further masterpieces if you want to dig the topic:</p>

<ul>
  <li>Hyperion</li>
  <li>Wind up Girl</li>
  <li>Neuromancer</li>
  <li>Netrunner</li>
  <li>Ghost in the shell</li>
  <li>SAGA</li>
  <li>Transmetropolitan</li>
</ul>]]></content><author><name></name></author><category term="Essays" /><summary type="html"><![CDATA[This article has been written when I was young &amp; inexperienced, with the help of Danny Wadeson. While the substance of it is still true to this day, I would formulate it very differently today, with all the insights &amp; maturity gained along the years developing The Last Night.Tim]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://oddtales.net/blog/media/blade_runner_geisha.gif" /><media:content medium="image" url="https://oddtales.net/blog/media/blade_runner_geisha.gif" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>