Dreamfall Chapters is the episodic follow-up to the award-winning and bestselling adventure games The Longest Journey and Dreamfall: The Longest Journey: An ambitious 3D adventure game with emphasis on character interaction, exploration of the game world and puzzle solving.
We joined up with Red Thread Games to launch the Dreamfall Chapters Kickstarter campaign and helped successfully fund the development of the game. Blink has been providing art direction, concept art, character modeling, rigging and animation, environment and props modeling as well as shaders, effects and scripting.
The following showcase is just a small selection of the work we have done for the game, so stay tuned for further additions to this page.
Above: a promotional piece we created for PC Powerplay magazine, showing Zoë in Europolis.
Concept art depicting the exuberant office of Zoë's psychologist, Dr. Roman Zelenka, at the top of Seshadri Towers in Europolis. The aim was to imply an understated opulence with a curiously relaxed atmosphere, in contrast to the never-sleeping hustle and bustle of the cyberpunk megacity in the background.
Rain streaming down the windows and animated Rorschach wall paintings further add to the ambience of the scene.
This concept art shows the interior design of Pandemonium, the garage in which Zoë works as an apprentice, having to suffer the many mood swings of her more than outspoken employer Mira, and where we also meet the silent giant Wit.
Character design showing the inimitable, abrasive and sharp-tongued Mira and her silent genius assistant, Wit, both key characters in the Europolis storyline in the game.
Initial concept artwork for the Kickstarter campaign, setting the overall mood and tone of the vast dystopian city.
Concept art showing an expansion of the infamous House of All Worlds introduced in the The Longest Journey. In Dreamfall Chapters, players would be able to explore the entire building.
Screenshot: The opening scene of the game, showing the Storytime environment.
Screenshot: A watery funeral is held in the middle of Swamp City, picking up the story from the ending of Dreamfall: The Longest Journey. Blink was responsible for creating a large part of the scene, lighting and shaders.
Screenshot: We created the environment and the special effects in this scene inside the House of All Worlds.
Screenshot: Blink also created Shitbot, everyone's favorite service and maintenance robot (possibly also used for assassination and other suspicious activity by the city's various criminal elements) with wiped memory and a somewhat paranoid personality to boot.
Screenshot: The cute Kidbot is in stark contrast to the odd and paranoid personality of Shitbot. Blink also made the biolab environment, as seen here.
Screenshot: Down by the canal in Europolis lies the Chinatown area also referred to as "The Bricks". We conceptualised and collaborated on the construction of this area.
Screenshot: Here we created the 3d scene for the game's start screen.
Screenshot: Ingame shot of the interior of Pandemonium, the garage where Zoë works as Mira's assistant.
Screenshot: Ingame screenshot showing the work we did on Zoë's apartment interior.
Screenshot: We conceptualized and created the initial 3d model of Zoë, as well as the rigging and materials.
The main characters have multiple outfits and face/hair modifications througout the game, and in the image shown the hairstyle and outfit for this location was modeled by Red Thread character artist Hans Kristian Andersen and conceptualized by Christoffer Grav.
Screenshot: We also created the model for Kian Alvane, as well as the Friar's Keep rooftop environment.
Screenshot: This entire scene was conceptualized, 3d modeled, textured and shaded by Blink.
Screenshot: Another view of Europolis, showing Zoë and the E.Y.E. soldier design we created.
Screenshot: The baby room in the House of All Worlds, in which we meet the toddler Saga.
Screenshot: Blink was responsible for laying out all of the huge Europolis environment, as well as 3d modeling and texturing a vast number of buildings, props and assets.
We also created numerous shaders, special effects, post processing fx and animated moving objects within the world.
Sonnenschein Plaza functions as a hub where Zoë lives and works, and is the location of many key story elements in the game.
Screenshot: We modelled and animated several kinds of robot characters for the game.
Here, a vicious Syndicate drone moves in to question Zoë.
Screenshot: We were responsible for the character design and the environment modeling, texturing and lighting.
This environment is a full 3d, explorable version of the opening scene location from the 2d original in The Longest Journey.
Screenshot: A good friend of ours, singer/songwriter Egil Olsen, was digitized, rigged and animated by us and placed into this street corner in Europolis, where he sings his beautiful songs while playing his guitar, adding to the atmosphere of the city and making it feel alive.