 Salut tout le monde, hi everyone. I wanted to actually give you a little tour of the studio. This is the Motion Capture Studio. We've got this great board and all the card, all the sketches has been sent by you, so please keep on sending some love. We have all the space to send your sketches, your letters, or everything you want to send us. Oh, you've got that on your phone. So this is you. Yeah, yeah. That's me. Whoa. Oh, nice. This is the Chara statue that comes in the Detroit Collectors Edition, which is available now for pre-order. Thank you to the team that let me bring this home. I'm not bringing it back. It's staying. So this is an extension for your Twitch stream. And what it means is while you're playing the game, fans can engage and vote on what you do in the game. 32% to 28 blondes. So people like the lighter colors. There we go. Your wish is my command, Detroit community. Chara definitely was interesting to me because she was very soft. And for a machine, she felt very human from the very, very beginning of the game. You can detach this as well, pro, and then put it back on. And there's like this fire going inside of the dress. So inside of the dress is a lot of cable going on. And it's especially nice if you're sweating underneath it. One last surprise, I think. Connor Nendoroid. The Nendoroid. There it is. Look at how cute he is. He comes with a little gun. He comes with a little coin. He comes with a fish that you don't have to save. Thank you so much, guys, for participating. Thank you, everyone. And you're like playing the game. Thank you, guys. Thank you for the circus. Cheers, guys. Hey, hey, hey. What's up, cutie gang? We're live and alive. Welcome to Quantic Stream. Good evening, good evening, good evening. Good evening, good evening. I'm Giran and I will be your host today. We are back on Twitch on the official Quantic Dream channel. So feel free to like, subscribe, comment, and also, of course, through all the social media channels of Quantic Dream. Just feel free to ask any questions because Blue, our community manager, will make sure we'll answer them. In September, Fahrenheit, Indigo prophecy turned 15 years old. The game was a huge milestone for Quantic Dream. So we thought we should take a look back at the studio and how it evolved through all these years. Joining us in a few minutes, a real dream team of Quantic veteran that are actually going to share some great memories they have during those times. But also joining us a bit later, Blue, have a great community manager who's going to actually ask some question to our guests from you, you, the viewers. Yes. Then if you want to know what we feel like lately here at Quantic Dream, we'll talk about that too. And finally, we'll have a let's play session on Fahrenheit Indigo prophecy with yours truly and I'm petrified because I'm not good at it. But now, now let's dive into the news. We've had many questions about the Detroit Become Human Collector's Edition and it's here finally for real, check it out. Oh, and by the way, by the way, just between us, just for you, yes, just for you watching a special promo code to get 10% off the eShop. Just type Indigo, I, N, D, R, G, O when you place an order on the eShop and it's available until November 1st, 11.59 C, E, S, D. Central European summer time. You may also want to check our Fahrenheit Indigo prophecy, 15th anniversary Collector's Edition. It's on our eShop as well. October also means what? Halloween. We have a pumpkin contest going on right now on social media, just please don't be shy. Feel free to join in. Speaking of Halloween, there's also a big sale happening on Steam from October 29th to November 2nd. Yes, this Thursday, Heavy Rain and Beyond Two Souls are 50% off, 30% off for Detroit Become Human and you can add an extra 20% off if you go for the bundle. All three games available on PC. As always, you can add this to your Steam wishlist to be notified as soon as the sale starts. Which distance? Am I talking too much, Amon? The answer is yes, obviously. Let's join our guest. And here I am, not on camera, that's great. Here I am with my mask on and my dream team. I hope you still call QT gang. So as you can see, please, can you, my dear guest, can you actually raise your hands when you hear your name? Today, tonight, to talk about everything, Quantic, tonight we have the best team ever, so Ingrid is with us. That's her. Gregory and our grandpa, let's say, the legend, the guy with the most beautiful sneakers. Tonight, Mr. Christophe Brousseau. How are you guys doing? Oh, fine. Are you all right? I'm glad to be here. I'm really glad to be here. I'm really glad that we are all here today. But unfortunately, as you can see, for sanitary reasons and obvious reasons, we are actually wearing masks. So if you want to have a sneak peek at how do those beautiful people look like without masks, well, check it out. Salut. Je suis... Non, c'est pas bon. Salut. Salut. Salut. Salut. Je suis Ingrid, lead motion-tip animation. Je suis content. Bonjour. Je m'appelle Christophe Brousseau et je suis directeur artistique. Bonjour. Je suis Grigory Diaconu et je suis game director à Quantic Gris. The only thing I have to say is wow. Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! Bravo! How do you describe your job in a nutshell? In a nutshell, yeah, it's a long story, but it's providing some art direction to the team and follow them and be able to bring back a vision, specifically because everything starts with the script and the game design, so it's really digesting the game design and bringing some visual with the team to achieve a high quality goal. A high quality goal as like your mask with high quality mask. Yeah, yeah. I'm just smiling now, you know. I'm just smiling. And then I love the nostrils. I love the nostrils. Me too. So, well, great. Great to know a little bit more about you. And here Grigory Diaconu, associate game director. Can you sum it up also, like what is that exactly what you're doing? I work with this guy, maybe you heard of him. He's called, he's named David Cage. Yes. And we worked on, as Christophe said, everything starts with a script. On the script of the game. And then we worked with everybody, all the talented people in the company to make sure that the villain is here, that the game at the end is exactly how we saw it when we designed it and make sure it's the best game ever. Okay, well, that's it. That's nice. And Ingrid Sanasi. Hello. Hello. Am I saying that right? Sorry? Am I saying your name right? Yes, of course. Okay. Okay, so you are the lead motion kit animation. Yes. What exactly does that mean? Motion kit, it's the small name for the gameplay part of the animation. So we have like three departments here in animation. You have like QTE, cut scenes, facial and performance capture. Okay. And there's this department who is responsible for the player's locomotion when you control, you know, people running, et cetera. Okay. Yeah, the people that you see in the background, so we're in charge of this. So basically, when you have your control pad, when you make a character move, when it feels like heavy or anything, that's because of you. Exactly. And if it's bad, you can see me also. I'm not going to judge because my job is to pretend I have one and no one knows what I do. So, why are we here tonight? Because Farronite Indie Group obviously was launched 15 years ago. So Happy 15 Farronite. That's a really nice little excuse to just actually take a little bit of time to remember some nice memories from all these years and all those great games actually provided by Quantic. By the way, by the way, talking about Farronite, I don't know if you noticed, but we have several original versions of the game. So you have the European version for PlayStation 2. This is the US American version. And this is the Xbox version because it's written Xbox on it. And also, I don't know if you saw that. I don't know if you saw that, please. You can actually show them to the camera because I'm a bit clumsy. And you also have this absolutely new and beautiful collector's edition, with a steel case for you. I'm really, really bad at manipulating it. Look at that. Look at that. Look how beautiful this is. What do you think about this? Yeah, are you proven? Are you proven packaging? So I do like it. This version is actually available now. You can actually purchase it now on the Quantic Dream eShop. So keep watching us, but also, you know, you might consider just like going and having a look. Why not? And there is plenty of goodies into it. Teacups and posters and everything. Yeah, you have like booklets, everything. So this game was launched in September 2005. Personally, I remember what I was doing at that time. I was pretending to be an actor. I was living in a tiny apartment with a PlayStation 1. So I actually tried to buy this, but it wasn't compatible. And I used to actually use my PlayStation 1 to listen to CDs, because my life was great. So what were you doing back then? What were you doing in 2005? Oh, 2005, I think I was younger. Okay. That's rare. Thank you. Nice shape. No, I'm just kidding. 2005, it was my fourth month anniversary in video games, actually. So I just started in 2005, yeah. All right. Yeah, all right. It was in the south of France at Montpellier, yeah. Oh. And so when it was launched, in November, I think. No. No, September, sorry. September. September, yeah, four months. Four months. Okay. And Gregory, do you remember what you were? I think I was still a student back then. But I remember, I was getting into PC gaming, and I played the game on PC at the time. And yeah, that was the memories. Yeah, yeah. Yeah, great. Like as you can see, I had like great student memories. Great one. Christophe, Christophe, you actually joined Quantic Green, for Fahrenheit. What was your job back then? It used to be the lead set. So the guy in charge of building all of the environments. Yeah, elements. And yeah, yeah. So I was much more focused on locations, more than characters. But I would say because I was a kind of Swiss army knife artist, I tend to do some art direction and also talk about the UI and the UX and so things goes on. And I think at this time, it was really, everything was, need to be built on this game. And people really evolve a lot. And they work a lot, not only on their own speciality, but also providing some feedback to other teams and collaborations. So it was really not a garage gaming period, but something close to it. A bit more DIY in there. Yeah. More like artisanal. Exactly, yeah. Yeah. And actually, so how long did it take? Because the game was launched actually in 2005, but how long did it take to make it? So I joined Quantic in 2001. Okay. So I just joined the studio and the game was already, how can we say, in preproduction for the concept art. And Joseph, I just discovered that Quantic was a small team because it was around 30 to 40 people maximum at the production peak. Because now, how many people? 200. Okay. Yeah, close to 200. Way more efficient also because everything has evolved, the pipelines, the tools, the engine, the department too. But let's go back at this time. Everyone was really on board on this project. Yeah. Really, really. Passionate. Yeah, exactly, passionate. Passionate, yeah. And actually, so how was it, Quantic Dream? How was the studio in the early 2000s? We haven't even like stories. Some stories. Let's just talk about the open space. Okay. We were on one open space. Okay. Which was huge for 40 people because it was really... And now it's illegal. Yeah. Now we are much more... Close to that, yeah. I do remember that it was really in some industrial feng shui thing, something like that. With concrete everywhere, cables around the tables. The tables were some pods when you can collaborate with each other. It was not in a row and lines and something like that. And yeah, people were really close to each other, you know, in terms of this really passionate. Do you remember those days when we used to actually touch people? No, no, no. I don't actually. We can congratulate each other. So, because actually where we are right now with just like the beautiful Quantic Dream with your lounge actually didn't exist at that time. No, no, no. Was it the same? Yeah, it was in the same building, but we got one open space with all the team and another location with motion capture facility, which was two floor. In fact, it was still huge because I was coming from a small garage gaming company before. And I said, oh, it's really organized. It's really beautiful. And yeah, it was this discovering, this kind of building and organization. And I've heard that at that time it was very, like you said it was like very passionate, very artisanal. Yeah, it's still passionate. There was like a heating and power problem. Of course. I'm not saying it was passionate. But I'm still like it was very artisanal, but just like, and I heard that you had like maybe some heating and power problems. Yeah, I won't say artisanal. I would say that all the people who are involved in all the topics and trying to understand what we call now the interactive drama because Fahrenheit is really the first interactive drama that we produce. I think that every reign beyond two souls and Detroit owns a lot to Fahrenheit. And I think that first of all, we need to convince also the team of the potential of this kind of game but also convince the players. So this is why everybody was really on board and tried to bring energy and ideas because they all do believe in this kind of game. Yeah. Yeah, and they were right. Yeah, yeah. We're talking about 50. And so you actually said that you were actually in a tiny garage video studio, like video game studio. Actually, it's quite interesting because that's a question I get quite often. How did you make it into the video gaming industry for the three of you in Grid? So back in 2005, I met with a lead animator of King Kong, the game, and he just asked me to teach him software, a free software because he wanted to introduce it to in his studio. So I spent a whole day with him and just after, in the afternoon, I said, oh yeah, I was an animator. Okay, he was doing animators. He was not just like, well, I'm a genius. But in cartoons, you know, before not video games. And then I just said, oh yeah, would you consider my application? So yeah, come. And that was it. So I started then. Sounds way too simple. Yeah, to me, I was, so as I said, I was a student. I was in computer science. And at the time I really like, I thought I could work maybe in video games later, but it was like, this crazy thing to do. It's not like the most easiest job to get into, right? Yeah, it doesn't seem like the most obvious. Yeah, and I just, there was a game that was, a French game that was releasing at the time. It was a MMO. At the time, a French MMO. It was called Ryzone. And I saw that the game was made in Paris. So I just applied there, saying like, I love what you do. Can I do an internship here? And the crazy thing is that they said yes. And I did a six-month internship there. Then I went to another company the year after, which was really garage gaming. It was apartment gaming. We were in a small apartment with 12 people doing a horse riding game. And then I met somebody who told me, oh, I know people in a Quantic Dream looking to make a great project. And I jumped in and we were. Well, that's where our lives is completely different because I was dreaming of being an actor in Mission Impossible. And when I heard that Mission Impossible was actually shooting in Paris, I went and said, can I have an internship? And they said, no. That's just like, almost the same story as yours, but just like, there's a lot of flutter involved. So you both actually studied computer science. You were an animator. Yeah, I didn't study animation actually. It was like self-taught from when I was a kid till now. I said it was a dream team. Sorry, I'm talking to geniuses. And what about you, Christophe? You want the long story or the short one? Because as I said, I'm a grandpa. So I'm in the computer industry since 27 years, which makes a lot. And I started in 1995 in a small French company called Delfin Software. They were the creators of Flashback. So I joined them for the sequel of Flashback, which was called Fate to Black. I also collaborate on the Motor Racer game. And after that, I go to build my own studio with freelancers just to go some CG, movie titles and architecture visualization, some prototypes in video games. And after that, I joined Quantic in 2001. For Far Night. Greg, I think you joined Quantic in 2007. For Everain. How was the studio back then? I think it's kind of interesting what you're describing about how Far Night was made. Because when I got in, it was kind of crazy because I played Far Night, and I saw that they were making great games. But when I arrived, I think they were just finishing the Taxidermist demo on Everain. So I don't know if you know, but Everain, we had the DLC called the Taxidermist, which was that. And actually, that was the very first scene that was made. So when I arrived, they were just finishing that first version of the scene, and it just blew my mind. It's just the most beautiful thing. It still holds up today. And seeing that in 2007 was crazy, and I was like, this is the best company ever. And so when I arrived, it was still a bit garage gaming. There was still very industrial in everything, but there was the passion of the people who have been there since Far Night. And this is the people who taught me everything. So that was the best people to learn with, I think. That's nice. You actually came in a bit later. Yes. Just for Beyond. Exactly. Do you still relate to the garage gaming type of vibe? Yeah, I think we have pretty much the common feeling when we first, for you and me, when we first came to Quantique, it was to see the previous work. That is for me, when I arrived on Beyond Two Souls, I was astonished completely, oh, with the quality of the games here, with the talents also. So yeah, when I arrived on Beyond, I just saw the short film of Keira. For me it was unbelievable. I've been working in video games before. When I arrived here, I'm like, okay, I want to stay forever, because if I'm part of the launch of those high-quality games, it's my chance, you know. So really, we have the same impression. And that's actually where it's quite nice that you felt like the same passion, right of the bat, when you joined. But you've worked on all of us, actually, all through legendary games. So working all those times, because it takes years to actually complete a video game. How does it feel when you actually give it to the public? What is the feeling? Is it like giving away a baby? Exactly, yeah, I do agree. I'm so happy with the game released. People get to play it. That's why we worked so hard for years. I don't know how you feel, but I think Detroit was, I think, special, because that was the first time that there was rich streaming. And this is the first time that we could see like thousands of people playing the game live. Direct reaction. Yeah, yeah, when you release a game, even like when we released Heavy Rain, there was this... We didn't know what would be the reception. How people would react, because there was not many games like that. And we could hear people talking, we could see the press. With time, it changed, and we can see the reaction of so many people right off the bat. That's very different. And one thing also that I can remember also is the impatience that we have. That is, we've been working so hard for all these years on a game that we love, literally. And then we're going to show it to the world. So it's like, okay, let's do it now. So you have like criticisms, you have like very, very good critics also. So you take all those news on the day of the launch, and then you digest it. But at the end, it's wonderful, because I mean, beyond two souls, you were talking about Detroit. The fans are here. So that's incredible. Really, it's like a reward for all our work here. Sacrifice, no, it's fun. So it's cool. No, but the hard work to achieve really high, high quality on our games, yeah. And speaking of high quality, because Quantic is actually known for advanced technology, like technological game, just like actually the user experience is actually trying to go really far just like really have this immersive, great video games and storyline driven video games. But between 2001 when you actually arrived and when you arrived like ten years, like a decade later, technology has evolved so fast. So actually what would you say, was it like the motion capture, what was actually the difference between, how was it back then? I tend to say that technology is many tools and constraints are a space to express yourself. And so never be blocked by tech or by constraints. Every new platform has very interesting features and tech features. So how do you use these tools to express yourself, to achieve something that you are proud of and which is reaching the quality bar you are trying to achieve? So that's it. It's like a painter, you have your paintings and your frame and you can do some crappy drawing or you can do something which goes to museum. And that's it. Every tech has its, every game has its technology. It's the technological limits or advantages. So you have to really try to exploit really those technology, those tools, et cetera. And also one thing that I like here is that we also focus on our future games. As we are working on one game, saying okay later we're going to improve this and this and that's why I think that our games are continually improving graphically. I'm from the emission part also. So yeah, yeah. Yeah, sorry. No, no, I was about to say that what was interesting in the way we designed games is that every time we tend to look at what the technology can do this time and try to showcase it in a way. Like for instance in the U.A. there was like scenes where large crowds and everything of the storytelling of the character who loses his son in the crowd and because we knew that we could do that and that was possible we could feature large crowds. So basically it enabled us to tell like different stories and at the end of the day that's really what matters to us is what are the stories that we say and how can the tech help us to do that. Okay, so you wouldn't say that it's actually easier now to make video games like it's easier than before. You would say just it's different? It's different. It's easier for artists because most of the software are much more user-friendly. It's the same for the tech in-house. We try to make it much more user-friendly and really payload to your needs. But I think yeah, it's not, it's easy to make things. It's easier to make things. But we are always trying to do something which are difficult. I mean I would say challenging, you know? And so that's it. It's easier to do the things that we did 10 years ago but so let's find other things to do now. So that's how we always pushed the tech. That's why I never made it in the video. I'm a little bit too lazy. The good point is that we are always learning. Always learning. It's always evolving. So you need to make the processes evolve, the methodology evolve, the way you are organized evolves. But yeah, that's it. So when you were talking about challenges, what were the main challenges when you started working here? What are the main, are they the same now? For example, like for Fahrenheit, what was the main challenge? What was the main challenge? Understand what we need to achieve with the interactive drama. Not doing some, I can say the classic video game setup of this really time frame, precise time frame. And after that it was, yes, much more make moving some polygons and being cross-platform. Because being cross-platform at this time was really, really, really paining the, you know. Yeah, it was tough. So that's it. Okay. And what would you say was the main challenge to like for example Detroit? Were there like the multiplicity of end days? Yeah, for Detroit as I say, we continuously learned from previous games to do better and better. So Detroit was, our main challenge in animation was to really make this game as reactive, playable as possible. So if you compare with other quantic dreams games, you couldn't have that much of interactivity with the player, you were like, for instance you have camera cuts and stuff like this. And the deal was really to have more gameplay in our games. So we started on Beyond 2 Souls with that. And on Detroit, we tried to have a proof of concept of this and for future games. Oh, yeah. Yeah, we're not going to talk about right now. No, we won't. We won't. Please. You can ask but we won't give you an answer. We want to keep our jobs. Yes. So just one last question. You talked about like the challenge of just like being cross-platform and now like there's even more platform, like more consoles, more like PC, more device, more services. So how is it really hard? Like the hard part when you say being cross-platform, is it like do you have like the same quality on every platform? Yeah, it's exactly that. Providing the same level of quality for any player on any platform and you don't have any gaps about what you, the feeling of the player, of playing, you know. So make it seamless through the platform. So every player can experience the same game, you know, same feeling. So that's it. How do you do that? That was my question. A lot of work. A lot of work. Do you have a... Yes. Welcome to our fed talk. Yes, I'm not very smart. So, maybe, maybe it's time because obviously we don't have like six hours. But maybe it's time to welcome another guest, and actually now because I've been asking some questions. So maybe now it's time to have another guest and get some questions from the community. So here we go. So ladies and gentlemen, joining us now in a few seconds is Blue, our beautiful community manager. Hi. How's it going? Nice, nice, nice. Oh wow, you're so lucky to be home without a mask. Yeah, I am home. No mask for me. Thank you for being here with us today. For those who don't already know you because they exist, you are Quantic Dreams North America and UK Community Manager, right? That is correct, yes. I am Blau's Medic. And actually, I know for a fact that you actually got this job because you were a fan first. That is correct. Yeah, that's how it started for me. Two and a half years ago when Detroit came out, I was just a huge fan. I started making content for it and just really interacting with the community and over the last two and a half years I'm now at this point. I started as a fan first and just kind of kept interacting and engaging. So if there's like something to get from this experience, like believe in your dreams. Believe in your dreams. Even though mine have never actually come true, but still believe in your dreams because actually Blau is an example. So do you have any special memories from our games that you would like to share with us? Because also you have three people who work on the game. Yeah, I think my favorite moment here in Seattle months before the game actually released and I hadn't heard of it before until I went to this convention and I had a friend who really wanted me to play it because she thought I would like it and I remember distinctly seeing who is now Connor, Brian Deckard's face really big on it. Detroit became human and I was like, I don't think I want to play that because you're a fool if you don't play this game because you're going to love it. And I was like, okay, so we waited three hours to play the demo and I just loved it. So that was like September of 2017. So just that like going from no initial concept of an idea to just loving it like I think everybody understands that feeling of connection with your new hyper fixation. Yeah, that was like my favorite experience was playing the demo. Okay, and now you get to ask questions, like it's a beautiful story. Yeah, in fact. So welcome to the team. Thank you. So, and now after being a fan you actually get to ask questions from the fans. I know. What do you have? Yeah, I just want to thank everybody for putting in their questions. I'm collecting them. I have a handful that I have. So for the three of you guys. So basically the first question is such a big company. How do you start with a fresh game idea? What is the process from initial concept to production? Or even like when you first have an initial concept for a game, what is sort of top of mind? What's like your number one thing that you get to work on? That's why the people from the community are way better than mine. Who wants to answer? Maybe Christophe? It's a harsh topic because you need to know that the basic ideas are coming from discussion or mainly from David because he has something in mind and he really wants to develop this idea with us. So I do remember that let's talk about the Shortcut Cara. I was having some dinner with him and we come back at home and during the journey he said, oh yeah Christophe you need to know that I have an idea of an android becoming a human and I said, okay it's interesting. Let's talk about it tomorrow and see what we can achieve and that's it. So it could be how can you say a small idea sharing with someone or some small team and everybody agree on and start to be focused on Is there a moment where you know this is the idea because I'm sure there's a lot of it's very organic in the way the experience is built like if we take Detroit for instance it started because we said, okay let's try to make a game out of the Cara Short and it started just with one idea which was just okay what happened to Cara after the Short first the show would come and then let's explore and we saw what would be your journey let's think about the world around her and what would be the characters and then we thought about this Android Connor and this other Android Marcus and things started to fall into places and it takes a long time because we don't really know what to find as we build it but at some point and it can happen very early or very late we start to figure out what is really about and sometimes it can be just one scene one moment, one dialogue when you say wow we're starting to see what is really what the game really is and you start to think about the big picture after that but it's very much like there's something that I'm going to steal an image from David but it's very much like a painter like putting touches of color on the painting just like you put those touches of colors and then at some point you see the painting and you're like okay this is what it was about so it's very much yeah we don't go with a straight plan this is what we're going to accomplish and there's one more important point also you were talking about hostage one thing that just a little hint that we've got something is that when we were having fun playing this only first scene also in the studio so that was something you know it's like because you have so much paths so much endings of this scene and personally I don't think I've seen all of them and I've played at Detroit too no animation we're still upgraded this is like the ending this is a typical Detroit conversation would you happy with your ending exactly and today what happened no but it's really surprising that you've spent so much time on a game and that it continued to surprise you so that's when you know it's working we also always start to try to have an essay we're building some what we call vertical slice so the vertical slice it's a first scene it's a kind of proof of conception you know to be sure that the first idea is really good and we can achieve it with the right quality the storytelling is the storytelling really abuse, relevant so it's really a long journey but when we get to the vertical slice we have plenty of answers about the world, the visual the tech everything so it's really building you know and play with it and it's the same for the project David is usually coming with some ideas some synopsis but we never start a preproduction with a full script full written script so as Greg said things are organic when you start doing some concept art you can fit the writing team and when they come back with ideas they fed the concept art team and maybe the people in the team so it's really a kind of ping-pong process a bit like this question I was actually not expecting the answer to be so long but it's great the answer is you need to have a great idea and most importantly have dinner with David Cate so do you have another question? I do so this is a little bit simple but I think it's very interesting how do you decide on the visual graphic style of the game does it start with mood boards or concept design I got a chance to visit your guys' studio and I saw a lot of mood boards which I thought was really cool to set the coloring and the tone and the aesthetic but how does that process look and how do you all agree on what the style will be? maybe I want to take that sorry the other one I will try to do it in a nutshell so yes we receive a script and we start to digest so the script is usually coming with some yeah intention and image references that help David to move on his concept what we need to do is digesting the script and we come back with fresh ideas with a new vision providing maybe something we didn't think about it and yes it's plenty of mood boards first after that we start to do some concept art so it's really to provide some mood and ambience to some location let's say key shots or moments of the script and usually what we we are doing is going to do some scooting specifically when we have chosen a specific location like Detroit but on finite it was Manhattan we go to Manhattan just to do some scooting for two weeks taking picture, references and also bring back the mood of the city because in Paris is really different from Manhattan really different from Detroit and Heavy Rain was much more focused on Philadelphia so we bring back the feeling of what we the feeling we receive during the scooting and try to achieve it through the visual if you have a look to Heavy Rain go to Philadelphia we were a little bit depressed by the mood of the city because it's really a huge industrial city close to New York but it was a little bit depressing you know it does influence exactly and we come back to the studio we say ok what we had in mind let's emphasize the depressing elements with chimneys, smoke desaturated colors and that's it, it's the process so it's not usually mood boards and concept art are safe flying to achieve something but on the road you can discover many different ways of different approach you have to experience and have the feeling and I would just add something the mood boards that Christophe and the art team does are really the guidelines for the other departments also because as we say mood board so for animation for instance you have to understand the ambience it comes out first from visual it's also the script and the game design but before brainstorming about the character we really have all the concept arts and we try to figure out what's the person thinking and it's directly coming from Christophe's department it's very important to know that this is the starting point every stage actually feeds the network it's a kind of safe flying for everyone it's a huge team people are very involved usually on preproduction we have around 20-25 people in the concept art team with documentation researcher stylist for the outfit architect also for the location it's really close to let's say a movie organization making a movie production of movies before actually the next question I want to say that of course if there's anybody watching us in Philadelphia we love you it's a great city not everybody can you give me another question for us it's actually the final question I have I saw a couple of questions regarding open positions at Quantic Dream on the art team is Quantic Dream hiring and what do you look for somebody who is looking to apply at Quantic Dream we are absolutely hiring it's an HR who is applying and what we look for I think in HR or in general what we look for is people that are obviously talented but passionate and really want to build a future build great stories and be part of a great team so that's whatever I'm looking for people in animation yes so yeah so you can actually apply on QuanticDream.com in the career section for example me I applied and I made this myself I didn't craft that is not true that is not true this is part of the collectors edition and it's actually available on the eShop I wish I knew that and I would not be here would be here Gina so that was the the last question yeah we had a lot of great ones ones that I saw quite a few of so yeah thank you so much for everybody in the chat for asking their questions and thank you guys for your time in answering them absolutely thank you keep asking more questions that's great thank you blue for actually picking up this great question I love blue and actually stick with us I'd like to do a little I'd like to now I call the Quantic Quiz because we are going to do a little game and I'm really good at naming stuff so it's a little quantic quiz everybody can participate of course just like you can actually like you can play with us of course blue please and you can actually tell everybody online that can actually just like shoot us some answers on the chat so blue Christophe Ingrid are you ready are you ready okay let me explain before I'm starting there's going to be five question quiz but for you guys there's a little bit of an extra rule if you want to take the lead there's no buzz up but if you think oh yes I have the answer how do you do you have to tell me your name okay for example I I say what is this I know you say okay that's a multiple answer type of question so is it clear for everyone is it clear we have to say Ingrid we have to say Ingrid you have to say Ingrid exactly a name someone's name that of course because we are actually celebrating Friday night 15th anniversary the first question is going to be about Friday night actually the game was first launched in September 2005 but what day was it exactly wait a minute there's maybe a little clue maybe look at that look at that I have this beautiful original poster I hope you can see that wait I haven't even asked this question yet see that's what I say is it clear to say yes Ingrid yes wait please wait for me just wait for me just ask the all question Friday night was first launched in 2005 but one exactly a was it September 9th as actually it's written on the poster B September 16th twist actually C September it's sort of I guess I don't know answer D I don't understand this game I have no idea go yes you got it see doing this I was so concentrating I just forgot she forgot her name so blue because I think that there were two different release dates for Europe and for North America I think it came out I didn't come out on the same day so your answer is C B not on the 16th but I think it also released a second time in another you are trying to what is is it C or B D C and that was not the good answer the good answer was actually your first instinct you were actually everything you said was right except the funny answer the answer is B even though the poster says launched like the release date is September 9th actually because of some stuff that I don't want to go into right now we actually had to be launched on September 16th the lesson is do not believe everything you see on posters and on internet and I do remember because I was living on holidays but you still didn't give the answer it was a Wednesday so second question because this one was way too easy obviously well and I'm adding a new twist to take the lead now now you have to give your name plus the name of a quantic dream video game character I know so here's a question on B on two souls who are who are the two souls A Jody and Hayden B Jaiden and Ho-D C Jay-Z and Queen B D Conor, Marcus and Kara actually you can't share two souls because they're androids and they can do whatever they want as long as they actually do the update because you know computer always go! I'm old but I have some reflexes so so let's say Jody and Hayden so answer A answer A that was Jody and Hayden Hayden do you have actually any special memories about B on two souls they want to share oh great a lot but in another stream so third question third question new twist sorry I'm gay so new twist before you give your answer you have to give oh by the way so you didn't give me exactly I forget the rule I forget the rule you can look back so third question any answer the name of the cutie character and the name of the game where you can find this cherry character are you still focused blue is so focused so much on the leg careful question three which of those characters does not appear in a quantic dream game answer A David Getter answer B David Bowie C change D a pigeon which might be called David too but you know I don't know I'm not a pigeon please go okay it's your turn okay let's go so Greg Tyler Miles you can't actually say the same character twice okay so let's say Kara that's it and what was the question no David Getter is that it I don't think he's in the game you said David Getter as you found the answer David Getter has never been in a quantic dream you're right David Bowie was starring in Omicron the nomad show which was actually quantic dream's very first game David Cage our talented writer, director and boss is starring in Fire Night and worn this on a moment actually and Ingrid there's something with the pigeons in Detroit become you yes we have a wonderful character our best ever really a lot of personality a lot of tension and emotion you know with those pigeons so what happened what was the story? yeah it was on Detroit so we were in charge of AIs so we wanted to be able to walk through pigeons and then just react to you and then just and then fly it was like funny stuff to do so with our team we did this crazy thing that is we actually went in the park just on the other side there's a lot of pigeons and for like every morning we film each other approaching those pigeons seeing their reaction yeah that's cool and then the funny part is that you see three moquit animators like flying and then filming pigeons and then flying sorry flying running obviously you don't know in Paris Asians do not fly I think that it could be quite interesting to ask to the community do you prefer pigeons or fish in Bayon in Detroit in Detroit because I think there is a let's organize a clash if you have to say one of them oh yeah the pattern clash but the funny part is that in motion kits we really can take the pad and control them we can control AIs that you don't even really control in the game and so the pigeons when we did this motion kit it was like so fun you know you had this camera and you're like where is it you had to look down and then it was there cool moments that's great next question are you ready it's about heavy rain okay are you ready so now you take the lead you have to say your name the character the game and the platform or device where you can play that game you can't so my question is what's the nickname of the main villain in heavy rain please feel free to answer in the chat is it A the sashimi killer is it B the onigiri killer is it C the origami killer or D the paper folding art is formerly known as the origami killer or simply put TPF aka ok tap 4 or whatever yes we actually spent a lot of time oh yes blue blue connor to try to become human ps4 also available on pc on steen wow wow good answer i don't care about the answer this is good so yeah yes and to see pretty easy and yes yes yes a full team it was not the unfolding you know well i thought it was juisen are you sure you've been working on this i'm not very sure no the paper folding art is formerly known as origami killer was actually it took us like i don't know maybe two days to come up with that yes there was a big team of writers loads of Japanese restaurant menu so yes our life is really difficult you just played with pigeons we do we do sushi so you know the rules there's a last question and the winner wins nothing but you know what i mean you have to say your name and character the game the platform and somewhere you can buy the game really easy so the android carer the very first time in 2012 in a short animated movie what model was carer a a t800 b a gx 4000 c a carer duce pro max 256 gigs d an a x 400 have you did you understand what i just said what you just it's a great answer but wrong answer because you didn't say it's a good answer but did you say your name was blue yeah it's a good answer but did you say your name was blue yeah yeah but of course this is the good answer a x 400 by the way can you all work on this short film no on this short one no oh shit so thank you blue thank you so much thank you so much for having joined us today please everyone please listen to me go go on twitter and go follow blue old medic she really knows everything about country dream and yes of course she knows everything except like that she has to say the name but for actually country dream things just like go follow blue on twitter and on all social media and coming next some more chit chat with our guest and then we'll be playing clarionite indigo prophecy or i will be doing it and i'm gonna need your help please bye blue bye so this is the time where we're gonna talk about what we feel like this is what we call mood and attitude wow so actually before we end this show we'd like to let's have a quick chat about what you've been into lately what you feel like what actually what came to your attention lately please stop oh let's start with ingrid no i'm doing let's say lady first lady first no grego okay let's have a quick chat let's stop alright then so let's talk about video games we have some good video games releasing right now and one that i really like took me by surprise it's called 13 centinals aegis stream and it's on ps4 absolutely and it's in this you know like very popular genre of like visual novel slash interactive drama slash adventure games slash tower defense slash japanese teenager piloting giant robots and it's you know like the usual stuff and it's incredibly well written it's 13 characters 13 stories it's it goes from like 1940 to 2100 it's a crazy story every 5 seconds it's a very different type of game from what you usually are playing which means i love it and yeah it was a great surprise it's not very well advertised and if you like different kind of stuff and things you don't usually get to play i would recommend it well that was i want to play it i want to play it so ingrid what's your let's talk with christoph okay okay okay christoph so um i can't come with my surfing board this is where i come with some books let's start with the first one so it's a french edition of dune from the famous writer frank erbert it's the 50th anniversary yeah and i think it's an amazing book it's an amazing cycle if you do love science fiction specifically the the god uncle of dune is amazing because it's a kind of a journey through centuries and because also it's coming back in the actuality with donny the love movie but donny if you can hear me can i have a private it could be good but so if you do love science fiction re-read dune because we have a little bit of time before the actual new movie and also you can watch the original movie yes i do love david lynch version it's quite good at cinema david lynch it's quite good anything else? yeah i've got plenty of things for you so it's a book it's called punk vinyl is it about punk and vinyl? yeah exactly so it's in french unfortunately but i think that maybe it could be translated with some publisher because it's really a good movie good book and it's a journey through punk LP covers with famous graphic stuff famous bands so i think it's really amazing and it's really visual so if you do love music punk rock and what leads to new wave and to grunge if you do love music it's an amazing amazing book and because i'm talking about book i've come with some LP's my favorite ones the damned and the sex pistol yeah it was really a punch in the head when i heard this when i was a teenager so that's it okay that was actually hard of this sort of library no no no because we don't own the things do we win them if we no because we are original vinyls it's mine that's disappointing in good yes yeah yeah i think this year with all this stuff i've become crazy about music for the little history i'm in the middle of a wonderful challenge for myself i'm making my own video game okay my own video game and the idea is to learn and apply it in the game so when it comes to music so that's the music this is one music this is like a silly music that i did from recording stuff in my kitchen yeah yeah i was like that's not the type of noise with forks etc i can't know why you were actually cooking it doesn't make this noise maybe but yeah i'm becoming more and more obsessive about this so just after work just making music with today we can teleport with one button to close your computer and then reopen it and you're at home so music composition is driving me crazy right now yeah so meet me i'm not giving my one really into because i'm just my mood is your shoes beautiful shoes really into shoes of my life to be into shoes because we might go back into lockdown at some point so i will never wear them that's a great idea so i think we're almost done there's also i think i would say that what i'm actually a bit into is that actually i'm really waiting for the playstation yes i haven't like as i told you i actually kept my playstation one for years i was really attached to it so now it's completely dead and my brother actually stole my playstation 4 like as soon as i actually bought it he was like okay that's mine now so i'm really into like the playstation 5 and i would like to try the xbox the new xbox series x and s so how do you feel about those those consoles it's always like a new generation new stuff to see but like i'm kind of excited to play the remake of Demon's Souls it's beautiful oh by the way Christophe there's another thing on your agenda special item coming on the eShop the every reign 10th anniversary poster and it's signed by David Cage writer and director Thierry Prodem and also it has to be signed sorry i have to because here it is look at that beautiful i just signed the first one beautiful it's a limited edition there's only 100 copies so Christophe so actually have you signed this one yes this one in the middle in the middle that's this one so i don't want to be putting pressure on your shoulder but there's 100 copies of this yeah i know so actually i'm going to tell you that what you are going to be doing is not read dune you have to sign 99 other posters like that can you go can you do that now yeah i can do so because it's available on the eShop so you have to sign them because if there's only one sign just another round before we end this for you guys and gals watching us live from a code 10% of the eShop just like indigo when you place your order the code will be available until November 1st 11.59pm C.E.S.D ok everyone let's end this by a little bit of let's play it's time for us to dive into far and night indigo property we've been talking about and all the memories it's live right here right now and of course each one of you can join the party on the chat and make fun of me because as you will see i'm really good at that so let's play new movie i'm just going to play a little bit of the tutorial please yes slow down oh what is this hi he's famous i know him he's a dream member i love this guy let's begin with something simple move toward the mark on the floor wow i'm walking perfect so this the way i feel right now exactly even though you didn't work with this game no perfect now you know how to move about you're also going to have to be able to observe your environment speed screen i have no idea what i'm doing i'm being good okay should we maybe play yeah because i feel like i'm really good at it now yeah okay tell me have you been playing it's like getting back with your childhood and discovering that all the path and journey you've been achieving from finite to Detroit so do you feel weird like going back into an old game you've been working on yeah it's always weird the funny part is that you don't remember everything so it's quite surprising it's a kind of rediscovering things for the bad and for the good also sometimes we've got some sad stories or good stories do you sometimes just like actually we could do that and then remember that yeah actually all the time pleasantly surprising there was some stuff that we were like we did good at the time and as Christophe said it's always like you don't remember the moment we were making them the people we were working with the people or the pigeon or the pigeon that we worked so hard with famous the indigo prophecy yeah we were talking about sad stories the intro of finite was really yeah it's me and Thierry back in time yeah and you need to know that when we were making the demo of the game it was the day before 9-11 and we were supposed to release the demo to the publisher and 9-11 happened so it was really really sad and we were knock out and release yeah yeah we had to review so it's really always emotional when I see the fly through Manhattan how long did you stay in Manhattan to get there? two weeks it was let's say unusual because we were not authorized to take pictures so it was much more they stayed stealing some details and people were looking at us in the street and saying that why are you taking pictures of this road or this road sign and all these window shops and it was really good because I feel at home in Manhattan New York is an amazing city and it's a very New York scene like when it starts with someone peeing it's very weird I don't know you need to know that having this reflection in the mayor was a huge technical constraint because you need to double the size and the polygon of the scene so it seems to be nothing at the time at the time it was really huge yeah and you need to know that the first time I met David he talked to me about this scene because it was the demo of the game and he said ok let's try to bring something different in the video game industry ok hello so please feel free I haven't played you just murdered someone your own murder how do you feel I feel like I feel like reading dune I feel like oh my god yeah the stretch George I'm depressed you need to know that the stretch George was not supposed to be integrated in the first demo and it comes really late in the development cycle on the killer and this is what we call the split screen which was a nightmare for the programmers because you need to double things and you have two display what we call two display we need to display the scenes in two separate windows so to interact is the right stick wow I just had this flashback we had memory slots yeah sorry you went out directly so what was it hard to have the split screen at the time ok ok ok maybe you should get out or because he's coming he's coming for you I can't move no you can't ok continue for last day you should do that because you got caught yeah you need to you need to escape you're going to prison what maybe what you should do is try to hide the evidence you use the right stick you do the motion on the screen up on the screen how do I go down how do I go right stick I guess yeah yeah back in those days it was still in 2D yeah yeah I'm not totally convinced with the UI at the time I think it looks good yeah yeah ok so now you need to move with your stick ok need to fall over the red dot I guess you should clean now you can clean now ok check your stick yeah good yeah it's unique yeah it's great I'm doing great I feel like I'm doing great personally I feel like I'm doing great no you should change your face because it's actually quite hard to try to follow and try to understand why the split screen was so yeah yeah maybe you need to grab some knife grab some knife he's supposed to be on the ground floor the camera I saw the knife here go left on the right stick on the left so a knife cat what's going on you never play Fahrenheit oh yeah ok you hide some clue and you will see why it's really interesting because you're going to play against yourself blood on the floor yeah maybe you should take like should tweak a bit yeah you should wash there is a kind of towel things or something like that on the right no stop no stop you're looking good no no no on your right on the right behind where is it on the right do you see the window the window yeah yeah just right here oh you can go out oh let's go out so this is on the right oh great I got caught a second time I feel I feel like I feel like I'm too good I feel like I'm too good and someone else should play maybe maybe you should show me I didn't play this game you know he's really good at I didn't play I love to be humiliated on camera I love that but not too much okay so so many endings yeah the game was super hard yeah because the controllers are not so easy but I remember when you were making the hostage scene in Detroit actually the goal was to do something as good as this you were actually doing it very easy because you saw me doing it yeah absolutely I'm just looking I'm just looking in your steps right now I'm just like so next step is looking at myself everything is good and then a second time also yeah it's the right one see I didn't do a lot of very take the knife I wanted to take the other one take the knife all right I think that we need to clean the ground floor it's very good up to there that's exactly so what should I do should I clean or should I go to the window you need to clean okay let's clean it's funny and that's why I did this take just like actually you should try to clean what you do I love the method wow amazing that's very nice that's all oh you have to go yes you know you need to you're supposed to mimic physics action what exactly are they using because that's really really impressive that's the origin of the cleaning scene in Detroit action what now what do I do you need to clean yeah I think so because it's coming you should why are you running the exit door you're depressed I'm good right seriously the exit door run run that's it okay that makes me feel a little bit sad because I really thought you would get you need to run how do I run you need to run he's not there so you can you feel like that's normal how do I run well you can't run because it's cool you need to exit the street you need to exit to the street is it this way that's it you can see that we improved the camera system there is some opposite cat I feel like I feel like you should run I don't know if I were you I would run at the same time I'm saying that take the subway just like I'm saying get the subway oh cool press where is the subway you're back you don't say that Ingrid have you worked on you haven't worked on Fahrenheit you started your career like later does it feel different how different do you feel yes yes I realized that we've got a boost now in animation and cameras as you said so yeah but it's fun to look at this because I think that well we did it we successfully burned out someone I feel like after my performance just like two minutes since it's already way better I feel like we should actually leave on the success because if you actually do more I'm going to be even more humiliated please please let's stop so that was actually so nice to have you with me for this point extreme thank you to all of you please I want to say thank you to blue once again thank you to all of you who were actually watching us thank you to all the people who actually asked questions on the chat and actually all the people who actually most definitely made fun of me while I was playing this game don't forget the special 10% discount off you can use right now until November 1st 11.59 central summer European time 10% code indigo 10% off all the e-shop and if it's not already done you may also want to subscribe to our twitch channel because yeah yeah we'll be back soon and in the meantime please stay safe have a good one cutie gang bye bye