Post-launch Roadmap

Behind-the-scenes
Passtech Games presents "How to Make a Hero", a three-part series on creating Ravenswatch and its iconic characters! [previewyoutube=Q1DpGexdocM;full][/previewyoutube] https://www.youtube.com/watch?v=8W5POgGyGuc https://www.youtube.com/watch?v=cSP1rX0kVcc From character concepts to Heroes playable in-game, the team goes deep into our processes, giving exclusive details about the last hero to join the Ravenswatch to date - Carmilla - and sharing an intimate look at life in the Passtech studio. We hope you enjoy these videos! Feel free to drop a comment to share your thoughts!Art Blast
More “behind the scenes” from our artists! Head over to Artstation to look at the massive Art Blast of Ravenswatch from our talented team. A word from our Art Director:Zitat:
Valentin André-Terramorsi:
“Almost four years ago, we set out to make a game that would build and improve upon the foundations that were our previous titles. The obvious challenges would be crafting a good multiplayer experience and growing the studio to tackle a bigger development scope than ever before. Artistically, we knew we wanted to keep our stylized approach to making good-looking games, and with the world of Reverie where tales and legends coexist, it just felt obvious to embrace an illustrative art style.
"Make a screenshot look like it could have been hand-drawn” was perhaps a bit ambitious as a goal, but it is the kind of compass you need to guide you through a game’s development. It always felt like we, 2D artists, were illustrating a book that 3D artists magically brought to life. As is often (if not always) the case, we didn't nail it on the first try; but I never doubted that we were on the right track, all thanks to the talented people I have the honor and privilege to lead at Passtech Games (AND the rest of the studio of course, but we’re here to talk about art, sorry guys).
It is a bumpy ride trying to achieve such a distinct look while continuously improving your home-made engine. Looking back, I can’t believe the amount of basic tools we had to build from scratch, and how many tricks and techniques we had to come up with so that one could immerse themselves in this aesthetic. It can be frustrating to think that most of those efforts end up being invisible to the players’ eyes. On the other hand, we’ve seen countless reviews praising how the game looks, so I can safely say it wasn’t all for nothing.
Also, the fact that you are reading this means that some of this background work is about to get the audience it deserves!
Allow me a cheesy analogy: Ravenswatch started from the idea that we could make a game starring heroes that would come together to face titanic challenges, each with their own personal strengths. I hope you understand where I’m going with this while browsing through the work of the Ravenswatch artists. I genuinely mean it.“
Valentin André-Terramorsi - Art Director: https://www.artstation.com/hurubas










