The Making of Dishonored | Noclip Documentary
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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
- Arkane rejected a proposed medieval Japan setting for a Thief-like game in favor of London, which the team saw as recognizable to North American players and less culturally prone to cliché.
- Dishonored’s plague setting reduced the need for crowds but created a technical challenge when designers proposed rat swarms and other creature types.
- Arkane’s incremental prototyping let designers expand possession from human NPCs to rats, adding requirements such as small-space navigation and specialized pathfinding.
- Karnaca’s visual design connected its abundant trees and wooden construction to a story about mining, environmental damage, dust storms, and social inequality.
- “A Crack in the Slab” repurposed a cut portal feature into a two-timeline level, while limiting each timeline to about half a normal map’s geometry and NPC budget.
- The two timeline maps were vertically stacked with a Z-axis offset to avoid precision issues that arose when maps were placed far apart horizontally.
Chapters
0:00
From a Medieval Japan Pitch to Dishonored’s Setting
- Todd Vaughn brought Arkane a proposal for a Thief-like game set in medieval Japan.
- The team reconsidered the setting because it risked relying on clichés and did not reflect the developers’ own cultural background.
- The supplied transcript excerpt begins at 1:47, so it does not include the opening minutes of the documentary.
7:54
Plague-Struck Dunwall and the Rat-Swarm Challenge
- Dishonored began with a plague-ridden city designed to have few people and no crowds.
- Rat swarms became a proposed way to make the largely empty city feel alive.
- The team needed technology to simulate the rats alongside multiple creature types under production time constraints.
9:58
Possession Expands from Humans to Rats and Fish
- Arkane typically started with a small prototype, such as letting the player take over a human NPC’s body.
- Designers then expanded the idea to rats, requiring pathfinding through holes and beneath tables.
- The team also considered fish, illustrating how a single ability could generate broader engineering requirements.
15:00
The Missing Middle of the Development Story
- The supplied transcript contains no dialogue between the possession discussion at 10:35 and the Karnaca section at 23:54.
- No specific production events from this interval can be established from the available transcript.
23:54
Laurent Gapaillard’s Organic Starting Point for Karnaca
- Sébastien described Karnaca as a fresh creative challenge after the completed design of Dunwall.
- Laurent Gapaillard developed large environment sketches, including tree forms inspired by broccoli and cauliflower.
- Gapaillard had previously produced sketches for The Crossing and unusual planetary environments for films.
25:00
Karnaca’s Trees Shape a City Built from Wood
- The idea of vast trees led the team to imagine a city where wood supplied much of the construction material.
- Karnaca’s wooden tools and street barriers contrast with Dunwall’s colder, greyer visual character.
- Large windmills and a wind corridor helped give the city a distinct physical and atmospheric identity.
26:40
Karnaca’s Wind Corridor Connects Extraction to Inequality
- Rich residents seek to mine the mountain for resources, gradually enlarging a destructive excavation.
- The expanding opening channels wind across the area, exposing nearby workers and residents to dust storms.
- The environmental hazard became a critique of resource exploitation and its unequal effects on Karnaca’s people.
28:20
Uncovered Development Interval Before Dishonored 2’s Mission Design
- The supplied transcript jumps from the Karnaca discussion at 25:57 to “A Crack in the Slab” at 47:29.
- It provides no verifiable details about the intervening development work or topics.
47:29
A Crack in the Slab Reuses a Discarded Portal System
- The mission grew from a previously developed feature that let players move between two positions in the world through a portal.
- Christophe Carrier proposed building a level around two timelines that players could switch between.
- Reusing the portal technology salvaged work from a feature that had been cut from the final game.
48:40
Two Timeline Maps Require Half a Level’s Resource Budget
- Running both timelines required the game to manage two maps simultaneously.
- To preserve frame rate, each map received roughly half the usual level budget for geometry and NPCs.
- Level designers used scripting and the available tools to create meaningful differences with constrained resources.
51:30
Overlapping Maps, Paired Cameras, and the Cut Void House Portal
- The two maps were placed one above the other after side-by-side placement caused precision problems far from the world origin.
- Their geometry was duplicated with a Z-axis offset, and two cameras tracked the player across the timelines.
- The earlier portal system had been intended to open a Void House room for inventory access, but designers cut it because the feature felt too slow.
- The transcript ends at 51:41, leaving the remaining portion of the 59-minute runtime without dialogue in the supplied excerpt.
Summary, takeaways, and chapters were generated by AI from the video's transcript and may contain errors. The video belongs to its creator, /noclip.