Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX

Rebels, The Learned Clan, Rabble, Hellenes.

The Brujah are known for their impetuous tempers and defiant natures, and the clan contains some of the most violent vampires. Visionaries and brutes both, the Brujah have fallen from their stature as the Learned Clan to a motley lineage of radicals, troublemakers, and firebrands — all as much at odds with each other as with the systems they claim to oppose.



Playing a Brujah in Bloodlines 2
If you’re a player who leaves the shadows to the cowards, knows the frontline is where the fun is, and rebels against the establishment, Brujah is your clan.

In Bloodlines 2, Clan Brujah will offer a brutal brawling playstyle with its abilities (in Vampire: The Masquerade, known as Disciplines), getting you into the fray and rewarding you for staying there. The Brujah control the dance of combat by making enemies drop their defenses, knock them around on the battlefield and increase their damage by feeding for powerful finishing strikes.

In social environments, the Brujah are often expected to have a short temper. In Bloodlines 2, certain characters you meet may treat you differently depending on your clan, and while clans have access to angry, violent or threatening dialogue options, throughout Bloodlines 2 you will find unique dialogue sequences for the Brujah. And if you play against the archetypes, characters in-the-know will react.

As a predator of the night, hunting for blood is always a challenge, but the Brujah can often rely on their ability to influence pedestrians’ rage to make them chase you into an empty alley and have a midnight snack.



Abilities
When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock, which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.

Brutality
Clan Passive
After feeding, become flushed with vampiric strength, temporarily increasing the power of all your melee attacks.

Taunt
Use your supernatural Presence to enrage an opponent or civilian prey, compelling them to attack you. While enraged, the target takes increased damage.



Charge
Surge forward with preternatural speed and rage, grabbing an enemy you collide with to use as a battering ram to knock down others in your path.



Lightning Strikes
Target multiple opponents and unleash an unstoppable hail of punches, with the final strike dealing increased damage.



Earthshock
Slam the ground with explosive force, flinging surrounding enemies into the air.



Pulverise
Clan Perk
Killing enemies without feeding still activates your Clan Passive.

Customizing your playstyle
In Vampire: The Masquerade - Bloodlines 2, you can play your character in different ways. Brujah are a more brawler type, and the abilities are focused around supporting that. We wanted to make sure that this is not an ability optimization game where you need to go through a multitude of abilities and weigh them against each other. Playing a clan should be straight forward if you want it to be.

While this is true, you can also dive deeper into the customization of your playstyle. This is done by visiting important Seattle vampires that are sworn to assist the Sheriff (you) including offering their Blood to help unlock abilities from their clan. Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Brujah Disciplines are Celerity (speed enhancing abilities) Potence (strength enhancing abilities) and Presence (the supernatural ability to attract, awe, or terrify)) so if another clan has a speed enhancing ability it would cost less AP to unlock than an ability for a Discipline Brujah don’t have, such as becoming stealthier which is part of the Obfuscate Discipline. Unlocking additional Clan Perks will make them stack, so you can collect them all if you wish, elevating your power much closer to elder level.


Ability tree for Brujah. All clan abilities and the clan perk are unlocked. An ability from Banu Haqim has been equipped. Each clan has hundreds of different ability combinations.

While the activated abilities and Clan Perk can be learned from the other clans, your clan passive can not. This means that you can combine features from other clans in hundreds of different ways, but your Brujah playthrough will remain unique from playing as another clan who branches into Brujah abilities.


Silky, Brujah Primogen in Seattle
Feb 21, 2024
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
For those who are new to the Vampire the Masquerade universe, the Brujah are a Vampire Clan. They are all descendants of the same bloodline that gives them similar strengths and weaknesses. They have access to supernatural Strength, Speed and Charisma. Their curse is that they are easily riled to anger and often use this reputation to their advantage with intimidation and threats. All these traits make them deadly opponents on and off the battlefield.

When we looked to adapt these rebels and philosophers into a video game, we were inspired by real world culture and vampiric fantasies to help you get immersed in their playstyle.

Here are some perspectives on building different Brujah from across the studio and an introduction from Karim from World of Darkness on how Brujah was developed for Vampire: The Masquerade fifth edition.

Designing modern Brujah for Tabletop
“With the fifth edition of Vampire: The Masquerade, we wanted each clan to primarily embody a vampire archetype out of fiction and popular culture, rather than looking to their powers and fictional history alone for identity. Fortunately, for the Brujah this was easy.

The Brujah clan represent one of the oldest and most recognizable vampire archetypes: that of the eternal rebel. Brujah vampires identify fiercely with a personal cause, and cannot resist picking fights for the sake of this conviction. Explosive strength — of body as well as personality — thus becomes a defining asset of the clan. In previous editions of Vampire: The Masquerade the Brujah were often overshadowed by other clans in martial acumen, at least in practice, so we now made sure that their unique combination of Celerity and Potence would allow them to dominate most physical altercations.

However, in a game of personal horror, each archetype should be defined by their flaws just as much (if not more) than their powers. The tragedy of the Brujah is that beneath their surface idealism lies a deeper need — an addiction — for conflict. Mortals Embraced into the clan come from all walks of life and champion any number of causes, savory and less savory, united only in their belligerence. While many Brujah would claim to fight for the downtrodden, the perception of “downtrodden” is as varied as there are Brujah. And if a Brujah vampire would ever see their cause triumphant, they often find themselves championing the other side, the cold fire in their dead hearts goading them back into the fray — forever caught in a self-perpetuating cycle of destruction.”

– Karim Muammar, Brand Editor for World of Darkness

Simeon Ladock - “Silky”
"Better to reign in Hell than to serve in Heaven, right? Name's Silky. This is my place, these are my people."

“Phyre won’t be the only Brujah in town. You can butt heads with several other characters that share this clan. Silky is one that we’d like to share today and you’ll learn more about him in the next post too.

He may look like he thinks with his fists, but assumption makes fools of us all. Silky is eloquent, persuasive, and a man of letters, quoting Milton, Shakespeare, and the Sex Pistols with equal reverence.

Silky is solid, the one you want on your side, clear-sighted and unimpressed by the posturing and drama of the establishment. He was the only one the Camarilla could name as Primogen for the Brujah because he's the only voice the rabble will listen to.

You'll find him holding court in The Dutchman, his beloved bar. Stay on his good side and you won’t see trouble there.” - Cherish Goldstraw, Writer



Writing the Brujah
“It was important to us when designing our Brujah characters to show the variety of the clan - it’s not all about brutality, and clan members have very different ways to challenge the status quo and champion their causes, yet must still co-exist within Seattle’s Kindred society. Silky came in from one of our writers at the design stage feeling fully-formed and someone we wanted to spend time with. We knew who he was very quickly, and that makes writing him a joy.” - Ian Thomas, Narrative Director

Combat Discipline Design
“Designing the Brujah's in-game powers, we first had to consider the kind of player that best fits the Brujah archetype. Bloodlines 2 pits the player against overwhelming odds, and while Phyre is exceptionally powerful, these situations are often best approached quietly and carefully to begin with. Most clans have tools at their disposal to sustain and exploit stealth, picking apart large groups of opponents and remaining unseen until the time is just right... But for some players, the time is right now and the tool is blunt force.

These players rebel against the planning and tension of stalking, instead preferring to trust their skills and instincts in the chaotic flow and dance of combat. With that in mind, the Brujah clan gives them the tools they need to get in people's faces and come out on top!
All the Brujah powers are offensive in some capacity. There's no easy way out, no help in staying alive, it's kill or be killed, so you'll need to be aggressive to survive. While that may sound simple, it won't be enough on its own. Each ability is designed to have utility beyond simple damage, so as you get to grips with combat, you'll find yourself using these more as tools to keep the flow of conflict under your control, which is where Brujah's real strength lies.

Your abilities allow you to crash through groups of opponents and drag enemies into a more isolated spot for a fairer fight or a safer feed. You’ve already seen a video of how to quickly deal overwhelming damage to a single target, but an even better tactical use is for bringing multiple opponents to the brink of death for a lethal follow up.

Brujah will also make use of Presence to taunt and enrage opponents, this makes them predictably aggressive, and is great for motivating a heavily armed mortal to try and club you to death with their firearm instead of shooting you! There's also a big explosive use of Potence, which can be used as both a crowd control and combo tool.

With all of the player's powers (and Brujah in particular), we've aimed to give them all a punchy, rhythmic feeling that makes them weave right in with your regular attacks and punctuates the chaos. My favourite's got to be the Presence-based power- Slagging opponents off to weaponise their emotions really puts you in the mindset of a belligerent Brujah troublemaker.” - Max Bottomley, Senior Gameplay Designer

What does a Brujah look like?
“When it came to designing the look of the Brujah we really wanted to capture their chaotic and rebellious nature. This direction naturally led us to drawing inspiration from many real-world archetypes and movements that equally encapsulate that same vibe; punks, bikers, metalheads for example. All counter-cultural movements that stem from an anti-establishment and anarchic look on life, movements that we felt really captured the same feeling of being a Brujah. The punk and biker culture we wanted to incorporate has that same feeling of rebellion and conviction that is so prevalent within these movements. It was important to capture the unconventional and distressed clothing that punks tend to wear like the military surplus wardrobe, all the things that really show a disdain for conformity. These things we felt go hand-in-hand with what the Brujah represent, a rebellious and fiercely individual spirit.

We wanted the areas the Brujah inhabit to reflect their anarchic nature too. The Brujah will likely be found in dive bars, shady sections of Seattle away from the other more authoritative clans who also reside in the city. From this, we wanted their world to be messy, chaotic, with furniture tipped over from a recent brawl and graffiti covering the walls. We wanted the Brujah and their environment to reflect other rebellious pieces of imagery from real-life. Scrawled symbols of anger and defiance. Bright, non-conforming colours. A general sense that, at any point, something unpredictable could happen.” - Jordan Grimmer, Senior Concept Artist



What’s Next?
Over the next few months, you’ll learn more about the playable clans through our upcoming Clan Highlights. Following a dev diary much like this one, where the team at TCR lets you in on their approach to create the clan in question, a Clan Highlight will showcase specific abilities and how the clan choice impacts roleplaying in the game.

Every fourth week, you’ll be able to follow TCR in a new dev diary regarding a specific clan. Following each diary, a Clan Highlight with material related to the clan presented in the previous dev diary will be released, with the Brujah Highlight coming in two weeks.
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Hello again,

This is my 3rd dev diary, and I have used the last two to talk about the 1st and 2nd pillars of the game: Feel Like a Vampire, which covered the player fantasy; Visceral Immersive combat, which covers the action gameplay. Today I want to tell you about our 3rd and final game pillar: "Explore The World of Darkness," which covers the setting, society, characters, story, and RPG elements of the game. We'll be talking in-depth about RPG elements at a later date, so today I am going to focus mainly on the setting, society, and characters.



The World of Darkness is the larger umbrella for the Vampire The Masquerade IP and the related games. It handles the supernatural in a mature and grounded way, basing it on the premise that vampires, werewolves, and ghosts are actually real, but are hidden from our contemporary human society. Video games offer a unique perspective on this world that other mediums don't, being able to walk around it and explore it. Our goal with this pillar was to create a version of Seattle that is authentic to The World of Darkness IP and makes you believe that this hidden side of Seattle, where vampires are in control, could be real and that in contrast the human world feels more alien to you and potentially unreal. To that end, we didn't set about making an exact replica of Seattle, as our priority wasn't to represent the human world, but the vampire one. The Seattle you experience in Bloodlines 2 is a kind of "best-of" Seattle where we've taken key landmarks and brought them in closer together. For example, Pioneer Square is a key location, and it speaks to us of the old city and its founders (some of which were vampires that you will meet), but we also have volunteer park, which in reality is on the outskirts of the city but we loved the idea of doing a creepy mission there that reveals something sinister beneath this iconic conservatory.

We want you to feel like you are seeing Seattle through the eyes of a vampire, so we have also made buildings taller, lights brighter, and alleyways darker to give an overall heightened feeling to what you are seeing as if you are looking through the eyes of an apex predator. For a better explanation of this, I suggest you read Ben Matthews dev diary on our neo-noir art style.

In Bloodlines 1 you were a new vampire in a city with a large Anarch presence where the Camarilla don’t have complete dominance. For Bloodlines 2 we have flipped this on its head. You play Phyre, an Elder vampire (~400 years old) in a city where Camarilla has been dominant for decades, and any hint of Anarch sympathy is squashed. Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade. Within the story Phyre earns a seat at the top-table of the Camarilla as the court's Sheriff, giving her the court's protection but also a powerful authority within Seattle's vampire society. This is an RPG, of course, so you can roleplay Sheriff in multiple ways, maybe you are a loyal Sheriff of the Camarilla, or an Anarch sympathiser working from within to undermine the court, or maybe you're a self-centred Elder vampire playing the different factions off each other to your advantage.



Phyre's motivation in the story is driven (at least initially) by regaining her power - she has awoken after 100 years in torpor (vampire hibernation) 6000 miles from home with markings all over her body which are limiting her powers. This sets up the narrative context of the ability tree (which we will show in due course) which instead of being about adding new powers to Phyre, like levelling up in the pen-and-paper RPG, you are unlocking her existing powers. Over her 300 years roaming the old world, Phyre had gained many powers, not only those from the disciplines of her clan.
An important part of the Masquerade is that vampires are hidden in plain sight in our society. There are several vampire hangouts in the city which, to a passerby appear innocent, but to those in the know, are important places in vampire society. For example, the little old lady who runs the all-night coffee shop may not be as sweet and defenceless as she seems at first glance. A key location the player often returns to, is Weaver Tower, a Seattle corporate HQ that is actually the front for the Camarilla, inspired by the downtown skyscrapers in Seattle and giving the city's Prince a skyline view over their domain.

Lastly, there can be no World of Darkness without light - the world of humans. The city is populated with "civilians," unaware that you are a vampire walking among them. Whilst this may seem great to a vampire - free-ranged food on every street - it also comes with risk, as using your vampiric powers or feeding in front of witnesses can trigger a Masquerade breach, and while you are Sheriff, even you are not above the law and could have the court's Scourge sent to deal with you if you are reckless on the streets of the emerald city. So make sure to hunt like a vampire: stalking from rooftops, hunting in alleyways, isolating your prey and if you are observed, deal with witnesses swiftly.

I hope you enjoyed hearing more about the setting and world of Bloodlines 2. We look forward to sharing more information with you in future dev diaries.

Good night!
Alex Skidmore, Project Creative Director
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Good evening Kindred,

Today in our Vampire: The Masquerade - Bloodlines 2 stream, we shared exciting news about the game and our first extended gameplay trailer. On the stream, The Chinese Room (TCR) Community Manager Josh Matthews was joined by Alex Skidmore, Project Creative Director at TCR, who shared insights on the game, the narrative background, and how the game plays. If you missed the stream, you can check it out below.

The gameplay stream contains several spoilers, and if you wish to avoid them, there are sections marked in the video timeline, or you can watch the trailer version of the gameplay video, which does not contain any major spoilers.

Full video.


Trailer version



Concept art from Willem’s warehouse.

What’s Next
Following this extended gameplay video, we will go into more details on each of the four base clans in Vampire: The Masquerade - Bloodlines 2, showing abilities and how to customize your playstyle.
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
In dev diary #1, Alex Skidmore, Project Creative Director at The Chinese Room (TCR) wrote about the first game pillar “Feel like a Vampire”, which sets the player fantasy as a guiding light for creative decisions. We’ve shown a lot of combat so far to give you a taste of the power and flow. What you’ve seen is influenced by the second game pillar: "Visceral, Immersive Combat" which directs the action gameplay. Today, Alex is back to share his thoughts on this important part of the Vampire: The Masquerade - Bloodlines 2.


Concept art

When designing Vampire: The Masquerade - Bloodlines 2 combat the goal was to create an action experience that can compete with modern titles. We think of it in three main gameplay styles we want to offer to you all - existing Bloodlines fans, and players who are new to the World of Darkness.

The 1st playstyle we at TCR call the Strategic Stalker: as the name reflects, fans of more strategic combat experiences where staying hidden and using the element of surprise is key will get their vampire predator fantasy. Did you enjoy the Dishonored series, or playing stealth-focused builds in Fallout or Elder Scrolls games? Me too! It gives you time to prepare what Discipline power you’d like to use and when. Once your plan is ready, summoning the powers of the blood, sneaking up on an enemy, distracting them, feeding on them before a fight breaks out or hit and run tactics are options for people who love to play this way.



The 2nd playstyle we call the Action Brawler: For players who prefer to jump straight into the action and rely on their fast reflexes and combat skills. Any Clan can brawl but this is where the Brujah shine. You’ll see them in our January gameplay reveal video. Their powers are aimed at dominating close combat. References for this style are action-brawling games like the God of War series, Shadow of Mordor and Elden Ring. It is about being in the centre of the brawl and using your abilities to control the crowd so you can deliver as much damage as possible.
We see the above playstyles as two extremes on the same action spectrum, with players being able to play any mixture of the two to find the balance of stalking and brawling that works for them.



The 3rd playstyle we call the Narrative Adventurer: For players who are less interested in combat and action gameplay and want to focus on the fantasy, narrative and exploration elements of the game. We envision that a core of the Bloodlines 1 fans identify with this playstyle and also fans of TCR's titles to date (and a lot of the developers working on the game), so we’re making sure the gameplay pillar doesn’t add action at the detriment of these important players. You can still enjoy exciting battles without having to delve too deeply into the combat mechanics if things like characters and story are more important to you.



So, how do we go about achieving this? We focus on immersion over complexity: A streamlined control scheme with actions that are easy for all three playstyles to pick up and play. We then build depth on top of these to give longer-term mastery for the players that want it. For example, the defensive mechanic is a dash, allowing players to dodge incoming attacks or reposition. If dodge is used towards an enemy performing a melee attack, it becomes a counter, staggering the enemy - it is fine for players to never do this move, but for those that want a higher skill-ceiling, it is there. How we use abilities is also streamlined, to maintain immersion. Abilities are mapped to the face buttons (on gamepad), limiting the player to 4 available at one time. This is a small enough amount that a player can use them without breaking their flow, but also deep enough, through the different ways you can combine and use them that it keeps combat engaging and fun.

All of this serves our principal of Immersive Combat. We would rather players were thinking about what cool thing they want to do next, rather than how they do it.

Visceral Combat is a stylistic choice we have made as we believe being a vampire should be a bloody business. Feeding plays a huge role in any vampire story and we wanted to give you a cool reason to tear out throats in the middle of a fight. As an Elder vampire, Phyre has become desensitised to violence, and we want the same to happen to the player over the course of the game - maybe being shocked the first time they chop someone's head off, but after a while accepting that violent carnage is par-for-the-course when you are a 400 hundred year old vampire in a city where everyone is out to get you.

The final game pillar in Bloodlines 2 is “Exploring the World of Darkness”. I look forward to talking to you about that in the next dev-diary.

Good night!
Alex Skidmore, Project Creative Director

What’s Next
As Alex mentions above, the next dev diary will be on the third pillar ‘Exploring the World of Darkness’, coming in two weeks. Before that, you'll be able to see how everything comes together when we debut our gameplay trailer and deep dive on January 31.


Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
This week we have Technical Director Nick Slaven joining us. He’s going to share his thoughts on the important tools we’ve developed to build all the things we need for our narratives, like cutscenes, missions and dialogue:

Quests and princesses and chat, oh my.

Here at the Chinese Room we are all about storytelling. Our games are rich in narrative and the way we tell them, and for the story to make sense, we need to give the player something to do, other than just walking.

My name is Nick and I make sure that our team are able to tell stories and give the player things to do.
As a studio working on two large projects, we have to be smart about how we use our technology. We’re building systems that are used on both Vampire the Masquerade: Bloodlines 2 and Still Wakes the Deep and fits the needs for both those teams and makes everyone’s work easier. As a narrative studio, that means tools for storytelling.

Storytelling involves more than just the spoken word. We may want to travel across the land to obtain the magical artefact that unlocks the door to the princess’ castle. I’ll stop here before I embarrass myself more with my lack of narrative ability. The point remains, in a few words I can describe something of a story and it materialises in your imagination.

Let’s back up a bit, it’s easy for us to interpret, but how do we get the game to recognise that you have got the magical artefact and how does picking it up then unlock a door to allow you to progress in your quest. How do we do that?

Our answer was to develop a way of describing the story as a sequence of events that the game engine can interpret, we call this mission scripting.

Mission scripting is a high level way of representing a sequence of events that the player may need to solve in order for the story to progress. For instance, you may need to find a key to open a door. We do this by representing the state of the game story and the event that will drive the story forward. In this case, opening the door; we look for a key, and only once we’ve found the key can we open the door, and face whatever is in the room.

Here's a screenshot of how this might look in our mission scripting system.


Example mission in the scripting system.

In a proper game story, there will be hundreds of states, on many story paths, here’s a small snippet of one of the missions in one of our current games.



There’s a lot happening, but having a simple way of defining the mission structure allows our design team to quickly iterate on the missions and get them as good as they can be.

That’s the doing bit, but what about the talking?
Branching narrative is complex. From each decision point the story can go many ways. Rather than write our own tech for this we decided to use Ink, an open source narrative scripting language created by Inkle studios. We needed to port this from C# to C++ to get it working with Unreal, but this was way quicker than writing our own narrative scripting system from scratch.


Visual example of a text in Ink. Not part of Bloodlines 2.

Ink allows our narrative team to create the spoken word that accompanies the mission scripting to tell the story of the game. This is written as a narrative script, much in the same way that screenplays are written for film and tv.

Arone, our principal narrative designer, had this to say about using Ink for narrative creation.

Arone Le Bray: “It's interesting... There are definitely a bunch of things that I like about it and I think those are mostly from the point of view of how we have integrated it. We can use the basic scripting language inside it to make scenes that are non-linear and have reactivity without having to re-write the same scene multiple times.

Then, being able to put a single conversation file into a block that fires in-game, without needing to be fiddly with a lot of scripting there? Also lovely.
But yes, it doesn't have a huge barrier to entry for using it as newbies, or even sharing our work with other teams. At its base, it's a word document, but the fact that the Ink formatting is present lets us make that word document (which most people already understand) into a functional, nearly-live game development tool? That's a HUGE win.”


How do we then make that into animation and audio?

Our solution was to introduce the ‘dope sheet’. We stole this name from the animation industry, but essentially for each line of dialogue the authors create, we can specify an audio event, along with animations for the face and body and a bunch of other things. The dope sheet is like a spreadsheet in excel, but with bells and whistles that allow us to preview audio and animation as we set up the scenes for dialogue in the game.



When the player makes a text choice in the game, the system presents that choice to the Ink runtime, in return we get a text response which we cross reference via the dope sheet to get the animations and audio to play to show back to the player.

Combining mission scripting and Ink have given us a very flexible and powerful system in which we can tell stories. We are using these systems on all the titles we are creating.

As we’ve had so much of a step up from using ink, we thought it only right to give something back, and so we have created Inkpot, which is a lightweight blueprint friendly wrapper of our C++ port of the Ink runtime. This is now freely available from our GitHub site. You can download this tool and use it in Unreal for yourselves. If you do, let us know! We’d love to see what people create.

GitHub - The-Chinese-Room/Inkpot: Inkpot - a container for Ink

What’s Next
Coming later this month is the much awaited extended gameplay reveal video. In another two weeks we will also bring you a developer diary.

Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
My name is Andrea Sancio, and I am the Associate Technical Director working on Vampire: The Masquerade - Bloodlines 2 at The Chinese Room. Together with Nick Slaven, our Studio Technical Director, it has been my honour to lead our talented team on the technical side of the game.

I’m going to share with you now a behind-the-scenes look at what our team has been doing on the game, and when you play it, we hope that you will all love it as much as we do.

In the ever-evolving world of video game development, staying at the cutting edge is a continuous pursuit. With the release of Unreal Engine 5, the landscape has shifted dramatically, presenting game developers with an array of groundbreaking technologies and tools. I wanted to delve into our experiences and challenges with some of the experimental technologies that have come to define UE5: Nanite, Virtual Shadow Maps and Lumen. These technologies play a pivotal role in creating a realistic and dark world that aligns perfectly with the neo-noir art direction of our game.

An important milestone in our development was the upgrade from Unreal 4 to Unreal 5. It was a big risk because normally you lock in the version of your development engine early. The changes touched every part of the game, and all our scenes, lighting and assets had to be converted. All the dev teams communicated with us brilliantly to make sure the new tools were exactly what we needed to make the game look amazing and run smoothly.

Lumen is a new real-time global illumination tech. It brings a level of realism to game lighting with raytracing to simulate the path of light and how it interacts with surfaces and materials. It can simulate indirect (bounce) lighting and reflections. However, integrating Lumen into our games was no small feat. Ensuring consistent and smooth performance was the key to achieving the atmospheric lighting required for our world. Working with dynamic lighting and shadow has always been a challenge. In performance terms it was expensive, placing lights is an art and overlapping lights exponentially increase complexity and the costs of rendering the scene because a lot of calculation must be done for each pixel hit by each light. Normally, the solution is to “pre-bake” lights. All the shadows were saved to the level before release, and you couldn’t change them. This provided great quality results for a cheap cost, but the lights and shadows were... well... faked. You would then have to include other tricks like light probes to show that on objects moving inside that space.

Lumen lets us change the colour, position, and intensity of lots of lights that can change dynamically. So to figure out the best way to include these new lights, we spent a lot of time working with our artists. It works by storing all the surfaces hit by light in a memory cache. This cache is at a lower resolution than the output. This means it’s way faster to calculate the effects of lighting. Then, Lumen uses Temporal Upsampling which makes the lower resolution larger without losing quality and detail. None of this can work without Nanite, Cached Virtual Shadows and Temporal Super Resolution so we adapted all those technologies too!



Virtual Shadow Maps introduced a fundamental change in how we handle shadows in Unreal Engine 5. By decoupling the shadow resolution from screen resolution, this technology delivers razor-sharp shadows with minimal performance overhead. Implementing Virtual Shadow Maps required a rethinking of our shadow casting and rendering techniques, but the result was a marked improvement in the visual quality. This was especially crucial in creating the dark and mysterious shadows that are synonymous with the neo-noir genre.

If you want fast frame rates, Programmers have always had to contend with draw calls. Draw calls are instructions sent from the Central Processing Unit (CPU) to the Graphics Processing Unit (GPU). To understand it in simple terms, think of a draw call as a request to draw or render a particular set of graphics. Each draw call carries information about how to paint a part of the scene - this includes textures, shading information, and geometry (like vertices). However, too many draw calls can slow down a game because each call requires the CPU and GPU to communicate and process information, which is valuable time spent when one frame is a fraction of a second. Nanite marks a seismic shift in how we handle geometry in games. Rather than relying on traditional Level of Detail (LOD) systems, Nanite virtualises geometry, allowing for detailed assets and performance. With Nanite all the meshes that use the same material get placed in what is called a "bucket” and are processed on the same draw call, greatly reducing their number. It reduces the complexity of asset creation but also opens the door to photorealistic environments that were previously unattainable. Now we can have some ornate architecture and densely detailed environments in our scenes.




Debugging and optimising our code and the world environment became increasingly complex, and we were acutely aware of the constant need to stay up to date with frequent engine upgrades. These upgrades were essential for acquiring crucial fixes and performance improvements. This is a process that many studios might prefer to avoid, as such transitions rarely occur without their own costs. With limited documentation and a scarcity of experienced individuals to consult, our journey involved extensive research, talking with Epic, trials and errors.

It feels cheesy to say but making all this work for our team made everyone’s bond stronger because we all had to communicate constantly. The results were worth it because our art team used it to realise the neo-noir direction they were looking for. And because games are made with tools and technology developed during previous games, The Chinese Room’s future titles will benefit from this hard work too. Everyone did a great job to best use the new workflows. Personally, after many years on projects that used similar approaches, this was a fresh and exciting evolution!

Your experience of playing the game should be seamless. In a way, the less you think about the tech as you’re playing, the better we did our jobs. It’s been a pride of our careers to take on a project that is already so complex on many different levels, and to give it a chance to be ground-breaking in the realm of visual fidelity.

What’s Next
Following the holiday break, we’ll be back in January with more dev diaries and an extended gameplay reveal of Vampire: The Masquerade - Bloodlines 2.
Dec 6, 2023
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Good evening Kindred,

Last month, we announced three of four playable clans in Vampire: The Masquerade - Bloodlines 2: Brujah, Tremere and Banu Haqim. Today, we’d like to share the fourth clan with you: Ventrue. The clan assets for Ventrue are in the process of being finalized, and we will share assets and gameplay showing off the playstyle of Ventrue during next year. Ahead of that deep dive we’re showing off an in-game render of Phyre in one of the Ventrue-themed outfits (all clans can earn all outfits).

Following launch, two additional clans will be made available in DLC: one giving you a new way to experience the main-game and another offering a completely unique Seattle story.

Nicknames
The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias

Who are the Ventrue?
Ventrue vampires usually choose their progeny from mortals familiar with power, wealth and influence. Seeing themselves as the rightful leaders of vampire society, Kindred of clan Ventrue take up the mantle of leadership wherever possible, often in the form of high positions in Camarilla Courts.

What can you expect from playing a Ventrue?
Ventrue are blue blooded tyrants who incite obedience in both their allies and their foes. Using the Disciplines of Presence and Dominate, they can mesmerize as well as awe their prey. Feeding builds up Fortitude, allowing the Ventrue to soak up more damage in case any enemy is powerful enough to resist their force of will.


Render of female Phyre with one of the Ventrue-styled outfits. All clans can earn all outfits.

Concept Art



Ventrue powers focus on domination, forcing foes to obey your commands.

What’s next?
Following the holiday break, we’ll be back with an extended gameplay reveal in January 2024 before going into depth on each playable clan during the opening months of 2024.
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Our Third Playable Clan

Good evening Kindred,

Earlier this month, we announced the first two clans of Vampire: The Masquerade - Bloodlines 2, Brujah and Tremere. Today at PC Gamer Most Wanted, we introduce the third playable clan of Vampire: The Masquerade - Bloodlines 2.

Following launch, two additional clans will be made available in DLC: one giving you a new way to experience the main-game and another offering a completely unique Seattle story.



Nicknames
The Clan of the Hunt, Assassins, Children of Haqim, Saracens, Mediators, Lawmen

Who are the Banu Haqim?
Cursed with a thirst for the Blood of other vampires, the Banu Haqim stalk the night as judges and lawbringers. To this end, most Banu Haqim adhere to a strict code of conduct - derived from law, faith, or personal ethics - sating their Hunger on those that breach these convictions.

What can you expect from playing a Banu Haqim?
Banu Haqim takes the role of a strategic stalker, using shadows to their advantage. You are a predator on a hunt, and your discipline powers focus on stalking, assassination, and silently moving faster than your foes can track.


Render of female Phyre with one of the Banu Haqim-styled outfits. All clans can earn all outfits.


Banu Haqim powers focus on strategic stalking, avoiding attacks and assassination.

What’s next?
Banu Haqim is the third clan we’ve revealed for Vampire: The Masquerade - Bloodlines 2, we'll be back in December for the next clan reveal. Following the holiday break, we’ll be back with an extended gameplay reveal in January 2024 before going into depth on each playable clan during the opening months of 2024.
Vampire: The Masquerade® - Bloodlines™ 2 - Feeona_PDX
Good evening Kindred,

This week, we have another recap diary where The Chinese Room Community Manager Josh Matthews meets Ian Thomas, Sarah Longthorne and Arone Le Bray. In this recap, Sarah recaps parts of her dev diary, and is joined by Ian Thomas and Arone Le Bray to go into more depth on the main character, as well as answering a few fan questions relating to the main character and the dev diary on Narrative Atmosphere and Themes.




Render of female Phyre

What’s Next
Tomorrow, 30th of November, we are revealing the third playable clan, at the PC Gamer Show: Most Wanted, and we’ll be back with a new dev diary in two weeks. This time it will be Andrea Sancio, Associate Technical Director sharing his thoughts on how TCR are working with Unreal 5. After the holidays, we’ll be back with more dev diaries in January.
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