It’s been a decade since the Opus series began from Taiwan-based studio Sigono. While these narrative adventure games aren’t linked by the same plot or characters, the studio’s co-founder and producer Brian Lee defines these games by their thematic commonality of “characters facing their own smallness in an overwhelming world, about lost people finding themselves again by choosing to reach out.” Its latest title is also arguably its most ambitious.

Whereas previous games were largely 2D (the previous entry Opus: Echo of Starsong more 2.5D), Opus: Prism Peak makes the leap to a full 3D adventure, which also called for fully animated cinematic cutscenes rather than the illustrations that would have been sufficient in a visual novel format. Although the team opted to continue developing the game on Unity, such a new direction meant significantly new challenges.

Opus Prism Peak

(Image credit: Sigono / Shueisha Games)

“This was our first fully 3D project with a heavy animation workload,” Lee says. “Aside from all the modeling, the biggest hurdles were the sheer volume of animation and getting all the camerawork and staging to come together. We overhauled the animation pipeline several times, and there was a lot of back and forth on things like whether to use motion capture or hand-keyed animation, how to balance outsourcing with in-house work, and how to manage each individual shot. Getting a 3D narrative pipeline off the ground in time was probably the hardest thing we did in these four years.”

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