In Dead by Daylight, Pinhead’s main power is called Summons of Pain. It helped bring a sense of thematic harmony to both gameplay and aesthetics.” We incorporated them into almost every aspect of the character from his power to his main weapon to his Mori. “Pinhead’s chains were really the key for us in creating that authentic experience. “The main themes touched on in the original Hellraiser movie were bondage, torture, pleasure, and pain, so it was up to our amazing design team to figure out how to incorporate these into Dead by Daylight mechanics,” explained Matt. ![]() Game Design Director, Matt Spriggens broke down the approach to creating the Hell Priest’s powers and perks in Dead by Daylight and what players can expect when playing as Pinhead. With the looks, movements, and key animations locked in, the task then fell on the game design team to weave that same authenticity throughout Pinhead’s gameplay. Using Frank Cotton’s demise in the original movie as inspiration, we incorporated that same body horror into our Mori as chains pierce and stretch the skin of the Survivor’s body and face as they’re dragged away into the Cenobite dimension.” Playing as Pinhead “Our final challenge was the Memento Mori: Pinhead’s unique killing animation. “In the end we came up with a compromise that both worked visually, and served the gameplay.” “Just having him walk around was a challenge at first because in the movies he’s not a very fast character but in the game, he needs to move with speed,” pointed out David. According to David, challenges for Pinhead started with his most basic of movements and went all the way to his most brutal animation. When it comes to animating a Killer in Dead by Daylight, every character poses their own unique set of challenges. ![]() We’re hoping this touch makes the player feel even more powerful when they’re playing as Pinhead!” Tearing souls apart ![]() As the player you control Pinhead’s chains and use them to manipulate Survivors in ways other Killers need to do by hand. For every single one of these we asked ourselves ‘how can we make sure this really feels like Pinhead?’ Our answer ended up being to use his chains and hooks as an interaction tool. “In DbD we have a basic set mechanics that are common to all Killers like picking victims up and tossing them onto hooks. “We just couldn’t imagine him doing things like kneeling down to pick up Survivors and tossing them over his shoulder.” ![]() His movements are restrained and effortless,” explained David. “Pinhead is very stoic in the first two movies. The challenge then fell to David and his team to translate that same essence into Dead by Daylight, where Killers need to be very mobile. The goal was for the character to maintain an aura of complete control at all times. It’s said that during production of the original Hellraiser, explicit direction was given to Pinhead to subdue his movements and gestures. “After discussion with the design and art teams, we tested these movements on an existing Killer – The Trapper – to make sure we could actually feel that very specific Cenobite vibe coming through even on another character model.” “We watched and rewatched that original movie again and again to try and make sure our movements and behaviors in-game rang true with Pinhead,” shared Animation Director, David Prenoveau. Getting it right starts with the source material. Calling Pinhead “recognizable” is an understatement, and no matter how fun the apex Cenobite might be to play, if the look and feel isn’t right, the fans’ connection to the character is lost.
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