Here’s That Poster

In May, we wrote about a bunch of ideas for posters for The Witness. We couldn't say so at the time, but we were prompted to do this by the inclusion of such a poster in a PlayStation 4 promotional video. Of all the possibilities we ran through, here's the one we liked the most:

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If you watch carefully and don't blink, and look past all the balloons that are blocking it, you can see the poster (in different proportions) starting around 0:57 in this commercial: http://www.youtube.com/watch?v=QOdW1OuZ1U0

Hey, it is what it is.

Because we picked this one as the final, we have it in a much higher resolution than the other options. If you like it, feel free to use it as a desktop image, or whatever!

 

 

A Long Overdue Tree Update

Hello! I'm Orsi, the girl who ended up modeling most of the trees for this game. When I joined the team two years ago, I didn't think I would be doing much serious environment modeling. I was fresh out of school, hired to develop some interesting, hidden things around the island. For the first six months or so, I did a lot of brainstorming and playing around in the engine, but nothing that improved the aesthetics of the island in any significant way. However, since some of my projects involved mocking up certain types of trees, I realized that tree modeling is one of my favorite ways to unwind. So, when I got burned out working on a particularly challenging project, I started to volunteer to make tree sets.
Back then, most of the trees around the island were variations of an oak-like tree, seen in the previous tree updates. The landscape architects had plans for different tree species for each unique area, but the other artists didn't seem to enjoy modeling vegetation, so they mostly focused on the buildings and paths, and used the old trees we already had to complete the scene. The result was a lot of architecturally distinct areas, set mostly in the same generic oak forest environment.
When I added my first few tree sets, the other artists grew excited and started letting me model or modify trees for them, and certain places started to really pop out as unique, coherent areas. Here are some examples of the trees I created:
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Near the starting point of the game, there is an agricultural field lined with birch trees. Luis, an other artist on the project, made some birches of his own. They looked nice, but they had short, stubby trunks covered up by with big circular clumps of foliage. When they were placed around the area, they just didn't feel like a birch forest to me. I missed the defining characteristic of a birch forest: the thin, graceful trunks that parallax beautifully as you walk past them. I asked Luis if he would mind if I made some birches of my own, and he was happy to let me do it. You can see the result above.
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The autumn forest existed way before I joined the team, but also used to consist of differently colored generic oak trees. I made a set of maple trees instead, with dark, tall trunks and thin sprays of foliage positioned loosely around the branches. These were probably the most controversial trees I made. We spent a long time debating whether the impressionistic way the leaves were scattered around the branches was working with the style of the game or not. In the end, everybody seemed to like them too much to change them. I think this way of modeling the foliage allowed for the airy, glowing, golden feel I was trying to achieve. This was also the place I first realized what a big impact trees had in defining the area. Once I placed the trees, all I had to do was create some ground textures and grasses to create the forest you see above.
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In this screenshot, you can see some oaks I made to replace Shannon's old ones. I created a set of three, in different stages of growth, which is usually the way I approach tree making. It is the best way to create an area that feels like it is alive and still growing. The huge oak in the foreground was one of the few modular trees I actually had to sculpt more detail into, since the trunk got so huge it needed to be broken up a little.
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The pine forest is very dear to my heart, because it's my project...and I don't mean just the modeling. Jonathan had three puzzles in a mostly empty area, and I decided to explore the concept behind them a bit more. I ended up designing and modeling this whole area, including the puzzles (with tons of feedback and guidance from Jon, of course). The pine trees here were the landscape  architect's idea, and I was very excited to model them. I tried to stay away from making them all look too Christmas tree shaped, so I found reference images of older, taller pines with saggy, less regularly spaced branches, and decided to go with that. I especially love the way the light bounces around in the messy foliage.
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The landscape architects also asked for some mangled, old olive trees in the agricultural area. This was a nightmare to figure out how to model to fit our style, since we don't usually have a lot of detail in objects, and the reference images they provided had crazy twisted trunks full of holes and cracks. I ended up sculpting the trunks in Zbrush, and decimating them, leaving some hard edges. We use this process a lot for other things around the island, but it was the first time I used it for trees. I made the branches modular, and created two significantly different trunks, which the artists can use to combine into even more messed up, mangled shapes. I am still not entirely sure whether I like these or not.
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These flowering apple trees took me a while, and they are still not very efficiently textured, but they are getting there. The challenge was to get the silhouette looking like there are branches coated with flowers poking out all over the place. I feel far from finished with these trees, but they seem to be getting a lot of positive feedback, which surprises me constantly.
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The eucalyptus forest is a little transitional area I decided to dress up when I had a week to spare. I didn't get very far with the trees, there is actually only one eucalyptus model, and it's not very detailed. I had some difficulty with the very directional foliage. All the leaves had to point down, which was very different form the way I used to make foliage before, where I'd just place planes at random angles in a big bunch. I'm sort of glad I left it where I did, however, because I learned a lot from the following plant I made, and I can apply it to the problem when I revisit these trees during polish.
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This last tree is more of a vine, but it's one of my latest creations, and I'm very happy with it. It's a modular wisteria set. There are two bunches of flowers, two trunks (for a corner and for a flat wall), and an independent bunch of vines. All these different pieces can be placed to create varied shapes, to make each plant look unique and and adapt to the surface it's climbing on. The way I created the flowers is how I'm going to re-do the eucalyptus foliage in the future, and I imagine that will make those trees a lot more interesting and beautiful.
Well, these are just some of the trees I made, and the other artists have made some of their own, but these seemed to be a good variety to show off and talk about. Hopefully I didn't ramble on too long, I am just always excited to talk about any aspect of the game I can!

Island Snapshot

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... which doesn't look too much different from last time's. Partially this is because we've been working on things that you don't see from this angle.

Here's a shot from a different angle:

 


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We still have so much to do!

On my end, I've been working for the past couple of weeks on UI-related things. For a week I was doing better touch controls (perhaps we'll post a video of this soon), and for a week I was somewhat-rewriting the code that implements tracing lines on panels. This can get surprisingly complicated, and I've rewritten it a few times. I think this is close to the last time, though.

The game tells me the current puzzle count is 574, which is higher than I expected, but hey.

 

Poster Ideas

We were kicking around ideas of what a Witness poster would look like if we were to make one. We eventually came up with one that we really liked, and we'll release that at some point in the future. But in the meantime we thought it would be nice to show some of the runner-up concepts.

 

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Shannon_01

 

Feel free to use these as desktop images or whatever. Unfortunately we didn't mock these up at high resolution; what you see is all there is!

 

Island Snapshot

It's been a while since the previous post, so here's a new island snapshot.

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Most of what we've been working on lately is not visible in this shot, though! The biggest obvious changes are probably in the forest and beach on the left-hand side.

iPad video update #1

Andy's got the iPad port far enough along that you can sort of play the game now. Here's a short video:



There are some basic hacks going on; for example, right now, we are not drawing the real sky; it's just solid blue. Also, right now we are just loading this starting area, but it should not be long before we can load the whole game (Salvador wrote the streaming system a while back and we have been testing it extensively on the PC, so for the iPad it should Just Work. Famous last words.) Also, as you can see, the panel-tracing controls could use some work.

When we can wander around the island generally, I'll post another video update!

Island Snapshot

Can it be that we haven't posted an island snapshot since January 3rd?

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Well, you got a pretty good look at the island in the trailer we recently released in conjunction with the PlayStation 4 announcement. That version has a lot of new modeling compared to the January snapshot, because we were working on the trailer pretty hard. But some new modeling has happened since then, and there are some subtle but nice things to see here.

Since someone is going to ask: The current puzzle count is 499.

The Witness Audio: 1000 Subtle Layers

(This is a crosspost from WabiSabi Sound's blog).

I didn’t think Witness was going to be an easy project by any stretch, but I certainly didn’t expect it to be one of our biggest creative challenges. I’ve worked on nearly 80 projects spanning feature film, games, ads and other sorts, and my job as sound designer had always been to broaden the experience in every possible way. The Witness inverts this notion.

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A tree of any significance in a film or game will have a bird perched on its branches chirping away. Cicadas will buzz. Wind will rustle its leaves. Branches will creak, stress and morph right before your ears. All this happening without you actually seeing it…or really expecting to, interestingly.

In The Witness every element has purpose. A key game mechanic, in fact, relies on the player’s perception as they explore. So, we’re not just talking aesthetics…noise (literally stated) ruins the game’s playability. Noticing, as a buddhist would call it, is key to discovering solutions and even finding the puzzles themselves. Nothing in the Witness is superfluous.

All this said, the island is a tangible living breathing organic place following roughly the same laws of our universe. The trees exist. They have mass and energy. My eyes receive bands of light reflecting off them, and in fact they are quite beautiful. So then what do my ears hear? Silence is not only a bad artistic choice, it's untrue.

At this point, you’ve probably asked, “What about music?” It’s no spoiler that there isn’t a gigantic speaker system in the sky fed by a mic’d orchestra. So….

None the less, the island is a fascinating place, with lots to see, hear and do. Geoff and I ‘the audio team’ have had an interesting time exploring 1000′s of layers of sonic subtly, and finding ways to engage players to listen ever deeper. This is a unique project for game sound, and we though it would be of interest to share our challenges and discoveries since starting with Jon in 2010 (and of course the challenges yet to meet).