Kojima Productions Has a Surprising Role in Dying Light: The Beast

Reflecting on what we’ve uncovered thus far, it’s become apparent that Dying Light: The Beast wasn’t just a casual spin-off. In truth, the level of dedication, creativity, and investment poured into this game feels almost unprecedented for a title not dubbed as Dying Light 3: The Beast. To push boundaries even further, Techland collaborated with renowned industry veterans like Kojima Productions, ensuring that Dying Light: The Beast would be nothing short of groundbreaking.

As a devoted fan, I’m thrilled to share some exciting news about our beloved game, Dying Light. In a chat with Game Rant, the franchise director, Tymon Smektala, revealed that Dying Light: The Beast is set to make a significant leap in its graphics. This isn’t just a change, but more like a giant stride, thanks to Techland’s engine enhancements.

The best part? Hideki Sasaki, the technical art director from Kojima Productions, has lent his expertise to this project. With a portfolio boasting some of the most visually stunning games of the last decade, his involvement promises to elevate Dying Light’s visual standard, possibly raising our expectations for what we can expect from the series in terms of graphics. Despite keeping its first-person roots intact, Sasaki’s contribution could mark a new era of visual splendor for Dying Light.

Kojima Productions Had a Hand in Dying Light: The Beast’s Visuals

In previous statements, Techland referred to “Dying Light: The Beast” as the next major entry in the Dying Light series, positioning it as the third primary installment of the franchise. This label suggests certain expectations for the game’s style and quality, along with insights into the development journey Techland has undertaken to reach this point.

Upon inquiring about the underlying significance of the comment concerning “Dying Light: The Beast” and its production process, Smektala responded as follows:

When probed about the real implications of a particular comment related to “Dying Light: The Beast” and how it affected its development, Smektala explained:

Upon querying Smektala about the true message behind a certain statement regarding “Dying Light: The Beast” and its creation, he shared his insights as follows:

In this project, we’ve gone all out without sparing any effort or resources. We’re pushing the boundaries with our cutscenes, investing heavily into every feature, and really testing the limits of our technology. I am particularly thrilled about the visuals – the upgraded version of C-Engine enabled us to elevate lighting, rendering, and streaming to levels beyond what we accomplished before. Just take a look at the comparison between Dying Light: The Beast and Dying Light 2: Stay Human – the improvement in scene density and realism is remarkable.

The Dying Light series has consistently showcased stunning graphics, with its lighting and animation playing a significant role in this visual prowess. Notably, a major aspect of the excitement provided by Dying Light comes from what transpires when darkness falls, as players must traverse an open environment teeming with Infected who harbor no discrimination. To heighten the suspense of this adventure, zombies should appear threatening, act realistically, and react spontaneously to the player’s actions. Though these sequences have been dramatic, they primarily unfold from a first-person, in-game perspective.

New Graphical Prowess in Dying Light: The Beast

In Dying Light: The Beast, Techland is stepping into more expansive territory with their use of cutscenes. This is a departure from the usual style for the franchise as Dying Light has never heavily relied on cutscenes, especially in terms of traditional, cinematic presentations.

In the game Dying Light: The Beast, the first-person perspective already appears to be a significant visual enhancement, as suggested by initial glimpses of the game. However, with an increased focus on cutscenes, there’s potential for more storytelling and more chances for Techland to show off its graphical abilities. That’s where Kojima Productions steps in, as Smektala detailed.

The enhancement we achieved was significantly facilitated by our incorporation into the Tencent group. Through collaborations with various Tencent studio engineers, including Hideki Sasaki, the Technical Art Director from Kojima Productions, we consulted on visual improvements.

Hideki Sasaki from Kojima Productions has been part of significant game projects over the last ten years, including assuming key roles in games such as Horizon Zero Dawn, Horizon Forbidden West, Cyberpunk 2077, Death Stranding, and Death Stranding 2: On the Beach. Given the acclaim these games have received for their visuals alone, Dying Light: The Beast is in capable hands with Sasaki’s contribution. Although Katarzyna Tarnacka-Polito serves as the game’s art director, Sasaki’s involvement as a visual consultant among others indicates promising visuals for The Beast. In the world of game development, much like a zombie apocalypse, it’s stronger when everyone works together.

Hideki Saski’s Portfolio is Impressive

  • Horizon Zero Dawn
  • Horizon Forbidden West
  • Cyberpunk 2077
  • Death Stranding
  • Death Stranding 2: On the Beach

Interestingly, one distinct characteristic of Kojima Productions is their emphasis on cinematic elements, leading games like Death Stranding and Death Stranding 2 to be referred to as movies you can play because of their many extended cutscenes. However, it’s just a coincidence that this doesn’t necessarily mean the same style will be used in Dying Light: The Beast. Nevertheless, fans should anticipate visuals that surpass what they’ve previously seen from Dying Light, no doubt due to the involvement of industry veterans like Hideki Sasaki from Kojima Productions.

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2025-08-22 18:37