Vampire: The Masquerade - Bloodlines 2

Dev Diary for Vampire: The Masquerade – Bloodlines 2 Reveals Technical Upgrades and Changes

The team has been working on upgrading from Unreal 4 to 5

Vampire: The Masquerade is a franchise mainly under the “cult classic” moniker, with entries in tabletop gaming and, of course, on PC and consoles.

Vampire: The Masquerade – Bloodlines 2 is the sequel that has been delayed for years. Back in 2021, the development team announced it would be delayed indefinitely. It’s a long-awaited entry into the series, as the first game was released in 2004.

Now, nearly a decade later, we’re getting more and more information on the title and how the teams at Paradox Interactive and The Chinese Room are doing as they bring Vampire: The Masquerade – Bloodlines 2 into Unreal Engine 5.

Developers The Chinese Room have provided several updates over the last few months, letting gamers know they’re hard at work on their ambitious project. The trailer above was released just a couple of months ago, providing one of the best looks at the first-person vampire visuals and gameplay.

Today, Vampire: The Masquerade – Bloodlines 2’s Associate Technical Director Andrea Sancio talked about the jump to the next-gen engine and how the technical process has been going:

“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 ensure the new tools were exactly what we needed to make the game look amazing and run smoothly.”

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“Lumen is a new real-time global illumination tech… 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.”

She goes on to show and describe in great detail exactly how the systems are at play and why many of the more recent delays have been a much-needed part of the game’s development.

Sancio explains, “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… This was especially crucial in creating the dark and mysterious shadows synonymous with the neo-noir genre.”

The Dev Diary ends with a look ahead, promising a new update in January that will include an extended gameplay reveal for Vampire: The Masquerade – Bloodlines 2.