Moon Studios' Gameplay Tech Lead Patrick Williams and Art Directors detail the technical and artistic journey behind No Rest for the Wicked. On the tech side, the team built on a heavily modified Unity engine called 'Moonity,' integrated deterministic multiplayer via Photon Quantum, and developed a custom chunk-based world streaming system. Internal tools include an in-game debug system, VFX pooling, a combat simulation tool called ArmaMan, and a custom timeline system for animations and cinematics. The art direction draws from Old Masters like Caravaggio and 19th-century landscape painters, with a 'painting comes to life' philosophy that deliberately moves away from PBR realism toward hand-painted textures and dramatic lighting. The studio operates fully remotely with flexible tooling, allowing artists to use Blender, Maya, or 3DSMax based on preference.

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