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Safe Havens of Alan Wake 2

I was part of the "Make safe havens fun!" strike team, and as a VFX artist i made sure that they gave enough feedback about the gameplay, while also strictly obeying the art direction.
- The screen effect when entering, remaining and leaving Safe Havens were hard to balance, but in the end it turned out to be quite... Natural feeling.
- The lens flare particles on Alan's lamp are the most special case particles in the game. Due to technical limitations, I've given their own custom Spacetime - they simulate in a custom space between the lamp and the safe haven in an attempt to perfectly point towards the safe haven. Weird but necessary - it was the only way to do this. Believe me, you don't want to know more details!
- The indicators pointing towards nearest Safe Havens. They get bigger and more defined when getting close to safe haven as a way to help the player orient themselves correctly when entering a safe haven backwards, or having trouble to locate direction.

The simple-looking Light Leaks are procedurally-made on the fly to make them dynamic, while still remaining reminiscent of real-life light leaks that happen to real cameras...

The lamp has a subtle, but noticable flare-like effect that points towards the nearest light Alan can take. This is the only particle effect in the game that rotates towards an object all the time!

The leaks-like indicator at the edge of the screen points towards nearest Safe Haven