We’re two weeks into the launch of Ravenswatch 1.0 on Steam, and our teams at Passtech and Nacon would like to reiterate our gratitude for your reception of the game! Even after launching four titles in the past and almost twelve years of existence as a studio, it’s always an incredible journey and thrill to release a new game. To see your passion, love, and support for Ravenswatch is the best reward a team could have!
While some members of the team are working on the console versions of Ravenswatch (November 28th for PlayStation and Xbox, later on Nintendo Switch), the others are already building the future of the game!
We’re happy to give you some news for our post-launch plans and a glimpse at some behind-the-scenes of the production of Ravenswatch.
Post-launch Roadmap
This first year of post-launch support will be the occasion to bring more variety and replayabilty to Ravenswatch. Our focus will be on enriching the game's three Chapters, by adding new activities, map events, new enemies, challenges and exciting battles. Major updates will be free for everyone to enjoy.
Of course, another focus is on HEROES! Throughout the Early Access of Ravenswatch, but also the short time after version 1.0, you were able to share a lot of your ideas and suggestions about the cast of the Ravenswatch. Passtech Games is already working on the line-up of this first year (and even beyond…), and we have some crazy ideas coming up that we cannot wait to reveal to our community! Heroes DLCs will be paid content to support the game's development, but will be accompanied by minor free updates as well.
This roadmap is deliberately not detailed to leave us room for surprises, new ideas from the community, and time to work on the updates/DLCs. We'll share more about our plans in our future vlogs and dev diaries. We’re also taking good notes of your feedback, QoL requests, and suggestions to add along the way.
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.“
“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
Max Maury Martineau - Concept Artist: https://www.artstation.com/maxtronaute
Romane Govin - Lead 3D Environment Artist: https://www.artstation.com/row
Angelica Delannoy - 3D Environment Artist: https://www.artstation.com/anjou20
Corentin Itan - 3D Environment Artist: https://www.artstation.com/icore
Alice Fernandez - Character Artist: https://www.artstation.com/yiname12
Etienne Guyard - 3D Animator: https://www.artstation.com/hykee
Julien Seren - 3D Animator: https://www.artstation.com/julienanimfolio
Karine Amadou - VFX Artist: https://www.artstation.com/pikarine
Jonathan Silvestre - UI & 2D Artist: https://www.artstation.com/jonsilvestre
Jean-Olivier Ferrer - 3D Environment Artist: https://www.artstation.com/volsung
- The Passtech Team ????
Social Channels
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