 What is up, cutie gang? Thanks for stepping by Artifacts. We appreciate you very, very much. I'm about to tell you another cool story about a cool stuff at Quantic Dream, and today's item is right here. And it is, and it is, and it is a Quantic Dream game. But have you ever thought about what it takes exactly to create a video game? Well, I'm going to tell you all about it. First, you need a computer and an idea. One soul, two souls, what's beyond, beyond two souls. Enter. This may or may not be exactly how it happens, but you see my point. And then you start writing for days, weeks, months. And after a while, your idea becomes this, a script. Impressive, isn't it? And this is how you write a video game. Roughly. You feel so at thousands of hours, a team of talented writers, narrative designers, you all together spend thousands of hours discussing every single scene and everything they need to convey exactly the idea of the storyline, as well as all the visual elements required. And also, I am usually absolutely not in the equation. But bear with me. Let's keep it rolling. Once we have a script, everybody gather here in the war room. Are you ready, guys? I'm completely alone. It is what it is. Every department of the studio start working on their part in this room. We're talking about game logic, game design, graphic design, performance capture, motion capture. They all take the script, analyze it and start working on their parts. They look at all the mood boards or the photograph and they see how to make it become real in a video game. And they do that for every location and every single character. Normally, you have all those posters all upon these walls. And this happens at every stage and for every single game. Think about the war room as the operational center where everything is coordinated to make a game possible. And also think about the war room where we have this and I have no idea what it is. It looks like a coffee maker or a teapot, but it's cool. Every game you loved started here. You have the script for Heavy Rain, Beyond Two Souls. From the moment you start working here to all the actual release date of a game, it takes years of work. I can't tell you how much this room has seen in its life. First, because I don't have time to tell you all about it in a few minutes. And also because I was not supposed to be here and I have to tidy it up. See you next time.