
Anton: Has the audio been tweaked in any capacity? This was a fine line to walk, as it needed to be at a macro level the same visual look as the original, but also be of a higher fidelity to look good on 4k screens. If we did have to remake something it was regularly compared against the original as part of the review process. The general rule for the art team was to always utilize as much of the original art as possible, so that we could preserve the original creative intent. These were used in the Remastering process and formed the basis of the Remastered Diffuse textures. There were also many original textures that were used on buildings which we had higher res source assets for that still held up well. This could include adding additional edge wear, sun bleaching to paint, or rust to props. The original texture work was used as a guide to recreate the higher fidelity assets, so the hue, value and contextual wear of them was preserved and only altered if it made sense to do so. The original assets were always used as a guide for volume, shape and form so that we matched it. For instance, rivets or handles may have been included within the texture previously, but they are now completely modelled in. This provided the team with the opportunity to refine the models and add details, which the original could not achieve at the time due to hardware constraints. This ranges from texture and material improvements, right through to fully rebuilding the geometry from the ground up.įrom a tech point of view, we’ve added a lot of new features, but some of the biggest ones include:Ĭontrols, camera and accessibility improvementsĪnton: Are textures and other assets upscaled or have you created new ones?Īnthony O’Donnell, Art Director, d3t: Most of the assets in Alan Wake Remastered were remade from scratch using current art workflows. Anton: Can you give us a general rundown of what improvements the remake brings to the table?Īndy Booth, Studio Technical Director, d3t: Artistically, basically every asset has had some work done to it. Now a team of 125+ talented developers based in the North-West of England, d3t offers work-for-hire co-development solutions to the very best video game developers and publishers around the globe and is fast making a name within the sector as the go-to company for its services and skills.Īs a recent winner of the Best Places to Work Award for 2021, d3t has also been recognized for its commitment to an anti-crunch ethos, studio culture, wellbeing and environment.

Anton Nilsson, Sweclockers: Give us the background who are d3t and what do you do?ĭ3t: d3t Ltd is an award-winning, co-development studio in the game technology sector based in Cheshire, United Kingdom.Īs a co-development partner and part of the Keywords Studios group, d3t specializes in adding value to games, and is credited on titles such as Alan Wake Remastered, Marvel’s Guardians of the Galaxy, Mafia II: Definitive Edition, Assetto Corsa Competizione, and The Witcher 3: Wild Hunt. Exempelvis kände vi inte till de potentiella problemen med Xbox One-versionen som vår systersajt FZ har rapporterat om nyligen. Spelet följdes upp av två nedladdningsbara extrakapitel och fick en spin-off i form av Alan Wake American Nightmare som släpptes 2012.ĭen 5 oktober 2021 släpptes Alan Wake Remastered och inför detta passade vi på att ta kontakt med utvecklarna d3t och Remedy för att ställa frågor om själva processen och tekniken bakom.įrågorna ställde vi innan spelet släpptes och utan tillgång till en förhandstitt. Alan Wake släpptes i maj 2010 av finska utvecklarna Remedy och fick överlag ett väldigt positivt mottagande.
