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Platige Image Goes Behind the Scenes of the Dying Light 2 Stay Human CGI Trailer
12/01/2022
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Post Production
Warsaw, Poland
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Platige Image and Techland chat about the creation process
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Square Enix and Techland have released a behind-the-scenes video of how Platige Image created the Dying Light 2 Stay Human CGI trailer.

"A CGI trailer serves many roles. It is often the first major marketing asset to reach gamers. Sometimes a CGI trailer shows off characters, settings, and events that are too early in the development studio's production process to reach a wider audience. A good CGI trailer is also a marker of premium class and confirmation of a AAA patch for a big game. It simply falls out of favor to having one. Native gamers are always waiting for engine footage, but CGI trailers have their audience and a specific culture has formed around them. Some videos are small works of art and show content often impossible to convey through gameplay", says Platige art director Jakub Jabłoński.

However, Dying Light 2 is also famous for its parkour sequences. And this is the moment when stuntmen enter the game, with all the goodness of motion capture technology. The goal was to be as dynamic as possible, so the stuntmen used tricks that wouldn't lower the speed of the trailer's main character.

The human factor is just a small piece of the puzzle. A 3D scanner, a lighting mix, and a virtual camera mounted on a steadicam. Platige Image boasts equipment that the biggest game producers around the world are interested in.

"The first part of Dying Light was a spectacular success, and Dying Light 2: Stay Human is now one of the most anticipated games in the world. Creating a trailer for such a title is a huge challenge, and there are huge ambitions and expectations behind it. After all, it's a marketing asset that will showcase the game, convey its atmosphere, scale, and be what sparks the imagination of the audience awaiting the title. This wasn't our first collaboration with Techland (we also created a trailer for Dying Light 2 in 2019), but this time we knew it was an asset of the highest order that would be used right before the game's release. The pressure was considerable, but after all, it only makes the whole game more interesting", concludes Platige director Tomek Suwalski.

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