Behind the Trailer of Nobody Wants to Die

Behind the Trailer of Nobody Wants to Die


Nobody Wants to Die

Nobody Wants to Die blends the aesthetics of 1930s New York Art Deco with a futuristic dystopian setting. It’s a noir retrofuturistic world where the city grows kilometers high, is constantly rainy, dark, and wrapped in thick fog. With the invention of Ichoryt, a god-like material capable of storing human consciousness, death has effectively been defeated, at least for those who can afford to pay for a body subscription.

Players explore this world through the eyes of a hard-boiled detective, James Karra, who is haunted by his past and his addictions. The game is a narrative-driven experience with elements of detective work. The core mechanic revolves around a reconstructor device that can recreate crime scenes as they originally happened.

By rewinding time, players uncover the sequence of events that lead to the truth. If you enjoy slow-paced gameplay, deep immersion, and a strong atmosphere, this roughly six-hour experience is definitely for you. Because we wanted to create the reveal trailer entirely in-house, we first had to convince our publisher, Plaion, that a small development team of around 25 people could deliver cinematic-quality material without compromising game production.

To prove this, we prepared a one-shot sequence at near-final quality, which was enough to secure approval. Around three people worked full-time on the trailer for approximately three months. We also pulled in additional artists from the game team when needed, for modeling, animation, sound, and writing. At the time, the game was approaching beta, so we tried not to disrupt the core development team unless necessary. We also collaborated with Radikal Studio to create the end slate.



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