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Behind the scenes of the video game Two Falls

Immerse yourself in 17th-century Canada with Two Falls (Nishu Takuatshina), a 3D narrative exploration video game developed by Quebec studio Unreliable Narrators, part of the collaborative hub l’Asylum. To learn more about this inspiring project, we had the opportunity to speak with Kim Berthiaume, General Manager of Unreliable Narrators.

Let's take a look behind the scenes of Two Falls, with an exclusive glimpse into what shaped the world of Jeanne and Maïkan, the game's two protagonists.

A game tailored for history buffs

Through this narrative adventure, you will be invited to follow the intertwined destinies of Jeanne, a shipwrecked French woman trying to start a new life on the other side of the Atlantic, and Maïkan, a young Innu hunter determined to protect the land of his ancestors.

The protagonists of the video game Two Falls, Maïkan and Jeanne | PHOTO: INSTAGRAM @two.falls
Following your heart has never been more important, because every choice you make will influence the character of your two main characters throughout the story.

What are the challenges involved in creating a historical narrative game?

What makes Two Falls unique is its ability to take you through two radically different perspectives, depending on which protagonist you play.

When playing as Maïkan, you will discover a familiar and bright forest. However, when playing as Jeanne, the same place becomes dark and disturbing, reflected in angular shapes and a darker color palette. This bold artistic choice encourages the player to feel each emotion specific to the two protagonists as they interact with their environment.

The protagonist Maïkan, a young Innu hunter | PHOTO: UNREALIABLE NARRATORS
This dual artistic direction was a real challenge, but it is in this regard that Two Falls truly stands out:

“There was no technical shortcut to achieve this effect: it meant creating two distinct versions of each environment!” emphasizes Kim Berthiaume.

Maïkan's perspective VS Jeanne's perspective, facing the same environment | PHOTO: UNREALIABLE NARRATORS
First, the team attempted to adapt the environment to suit the character being played using automated or procedural techniques. However, they quickly realized that each version had to be designed by hand in order to fully capture Maïkan and Jeanne's unique visions. This was a time-consuming approach, but it allowed them to accurately convey the emotional and narrative differences between Maïkan and Jeanne's experiences.

“While some basic elements, such as the terrain, were reused between the two characters, we customized the textures, trees, rocks, soundscapes, and even the music for each perspective,” shares the CEO of Unreliable Narrators.

The Waterfall Landscape | PHOTO: UNREALIABLE NARRATORS

What skills are essential for creating a historical narrative game?

A game like Two Falls, which focuses on storytelling, requires advanced skills in writing interactive stories that give unique depth to the characters and their development throughout their journey. In addition, expertise in 3D and a good command of Unreal Engine, a software program favored for first-person cameras, are required.

The Unrealiable Narrators studio team | PHOTO: FACEBOOK OF UNREALIABLE NARRATORS GAMES
“We used technologies such as Lumen for lighting and surrounded ourselves with experts in animation and technical art to create immersive scenes and give the game a cinematic feel,” explains Kim Berthiaume.
Design of items, environment, and Wendat camp | PHOTO: UNREALIABLE NARRATORS

How can the authenticity of Innu culture be respected throughout each game sequence?

To ensure respect for Innu culture, traditions, and legends, the development team included many Indigenous collaborators, whose contributions were essential.

“This project simply could not have been realized without their contribution,” emphasizes Kim Berthiaume.

To give an authentic voice to the protagonist Maïkan, the team worked closely with Awastoki, a Wendat studio, which designed all the 3D graphics.

Maïkan walking in the snow | PHOTO: UNREALIABLE NARRATORS
We would also like to highlight the talents of other Indigenous creators, such as Tara Miller (Maliseet), artistic director, Isabelle Picard (Wendat), story writer, and Eadsé (Wendat), music composer, who brought their artistic and cultural expertise to the game, giving it a unique depth.
Jeanne's choice | PHOTO: UNREALIABLE NARRATORS
The project also benefited from the support of an Innu and Wendat Elders Council, as well as other Indigenous partners, ensuring that every detail, from costumes to rituals, was influenced and validated.

These multiple collaborations have created the game's unique character, which is reflected in an Indigenous perspective rarely explored in the video game industry.

 

Any advice for students who would like to work in a video game studio?

For those who dream of working on projects like Two Falls, Kim Berthiaume emphasizes the need to be bold and open to opportunities:

“The video game industry is vast and highly collaborative. It's essential to be bold in networking, meeting game studios, participating in competitions, and seizing every learning opportunity. Given the fast pace of the industry, expanding your skill set is always valued. Game Jams are an excellent way to build a network and put your development skills to the test.”

The beach from Maïkan's viewpoint | PHOTO: UNREALIABLE NARRATORS
The game Two Falls (Nishu Takuatshina) has been available since November 8, 2024 on Steam and Epic Games, with a release planned for PS5 and Xbox Series in the first quarter of 2025. Two Falls promises a unique adventure where nature and storytelling intertwine.

Kim Berthiaume's journey

Co-founder and creative director of Affordance Studio for over 12 years, Kim Berthiaume is passionate about video games, design, and interactivity. Her training in the video game industry began with a college diploma in Arts and Literature, specializing in Communication and Film, from Cégep Gérald-Godin. Her extracurricular activities, such as participating in the student newspaper and organizing art exhibitions, allowed her to immerse herself in the world of art and literature. She continued her studies with a bachelor's degree in communication and interactive media at UQÀM, followed by a DESS in game design at the University of Montreal. Today, Kim Berthiaume is Creative Director at Affordance Studio and Interactive Creative Director at Manavoid Entertainment. She is also a producer and UX designer at BadRez Games.

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