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The Making of Dishonored | Noclip Documentary

/noclip · 59:04 · Watch on YouTube

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Overview

Arkane’s Dishonored development story centers on turning a Thief-like stealth concept into a distinctive setting and building technology that could support ambitious player abilities. The excerpts trace the shift from a proposed medieval Japan to London, the design of plague-struck Dunwall and resource-scarred Karnaca, and the reuse of a discarded portal system to create Dishonored 2’s two-timeline mission, “A Crack in the Slab.”

Key takeaways

Chapters

0:00 From a Medieval Japan Pitch to Dishonored’s Setting
7:54 Plague-Struck Dunwall and the Rat-Swarm Challenge
9:58 Possession Expands from Humans to Rats and Fish
15:00 The Missing Middle of the Development Story
23:54 Laurent Gapaillard’s Organic Starting Point for Karnaca
25:00 Karnaca’s Trees Shape a City Built from Wood
26:40 Karnaca’s Wind Corridor Connects Extraction to Inequality
28:20 Uncovered Development Interval Before Dishonored 2’s Mission Design
47:29 A Crack in the Slab Reuses a Discarded Portal System
48:40 Two Timeline Maps Require Half a Level’s Resource Budget
51:30 Overlapping Maps, Paired Cameras, and the Cut Void House Portal

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