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The script was too big to be memorized, so we created detailed bios for each character, from birth until the loop starts, allowing the actors to understand their character motivation, no matter what situation we would throw at them.

Luis Antonio: The biggest challenge was to convert a non-linear branching flowchart of conversations into something digestible and readable for actors. What was this somewhat non-traditional recording process like for you and your actors? We get to see some of the nuances of their performances in this video, as well as the process for taking them through a branching narrative. It all hinges on the player connecting with these characters and caring about what happens to them. We made some tests, and we realized it not only helped reinforce the cinematic approach we’re taking with this title, but it also increases immersion and how you connect with the characters. Something that we knew might be feasible to achieve. As it grew in visual fidelity and I partnered with Annapurna Interactive, we asked ourselves if bringing this talent would elevate the experience. Luis Antonio: When this project was still a one-person endeavor, the goal was to have dialogue balloons like Kentucky Route Zero or other similar adventure games. How on Earth did James McAvoy, Daisy Ridley, and Willem Dafoe come to star as your major players in this game? So for this project, I never considered going the route of FMV, not only because it doesn’t use my skill set but also because it would not allow for the complexity and variations needed for the concept to work. 3D art, from characters to environments, is a passion and a big chunk of my life. From Rockstar Games to Art Director at Ubisoft and then with Jonathan Blow designing the island for The Witness. Luis Antonio: Before Twelve Minutes, I worked for over a decade as a 3D artist. When you were in the concept stage for this game, did you ever consider going for a full-motion video, point-and-click game? Or did you always want a fully voice-acted motion-captured performance experience? The release means that this product is finally achieving its goal, being experienced by other people, and that, for me, is quite magical! I’m genuinely curious to see how people will interpret it and if the elements I found interesting will resonate with the audience. This whole thing started as a solo side project, and so I’ve been carrying all the nuances and variations of everything that happens in the apartment with these three characters for so long that I just can’t wait to unload it all from my brain and just ‘let it go.’ Luis Antonio: First of all, thanks for being interested in the experience and checking it out at Tribeca! What's it mean to you that Twelve Minutes will soon be out in the world for everyone to experience? RELATED: Interactive Thriller Game 'Twelve Minutes', Starring Willem Dafoe, James McAvoy, and Daisy Ridley, Gets Release Dateįirst of all, I had a chance to play a demo (for exactly 12 minutes) during Tribeca Games, and now I'm thrilled to be premiering this video, but I can't wait to get my hands on the game proper. But you don't have to take my word for it, you can hear from the actors themselves! Not only was this game made while observing COVID precautions, it features a complex narrative with plenty of emotional range for its characters, which required nuanced performances from the actors to fully immerse plays into the story.

So while I didn't even come close to solving the time-loop mystery of the game or exploring every end of its branching narrative during the demo, I'm thrilled to offer you this exclusive video that goes behind the scenes of Twelve Minutes' production to learn a lot more about the game.įeaturing the star-studded voice cast of James McAvoy, Daisy Ridley, and Willem Dafoe, along with creative director Antonio, the nearly 10-minute video delves into the themes of the game and reveals the particular challenges of making it. The new top-down perspective thriller with a top-notch cast of voice-actors hails from gaming industry veteran Luis Antonio and has the backing of perennial indie ally Annapurna Interactive. During this year's inaugural Tribeca Games showcase, I had a chance to play exactly 12 minutes of, you guessed it, Twelve Minutes.
