The stunningly realised period locations of The Queen’s Gambit represent a significant part of what made the show so special. In this ArtStation deep dive, we reveal how our Rockwater Art Team brought them to mobile in The Queen’s Gambit Chess.
Spanning a plethora of interesting settings, from grungy janitor basements and pristine 60s homes to flashy Vegas hotels and grand Moscow halls, The Queen’s Gambit’s environments were a real joy for our art team to recreate.
This week, we’ll be giving you an ArtStation-exclusive overview of these memorable locations as well as a look into some of the unique challenges that were presented by them as we adapted them for our mobile game.
Making a Faithful Adaptation
With the show rightfully being adored so widely, we knew that faithfully recreating the locations for the game was critical. At the same time, we had to take into account the fact that our game’s environments had to be able to run smoothly on both high-end hardware and budget smartphones.
So, where do you start?
The key for us was having a great partner. Netflix went to great lengths to ensure that masses of behind-the-scenes and continuity photography were available to our team, along with a whole heap of insight into the creation of these locations.
At the beginning of the project and then throughout, our teams immersed themselves in every detail! An example of the lengths we went to comes in the fact that every chess clock from each location in the show was fully recreated for the game. They also function in exactly the same way as their on-screen counterparts. Timers will switch as players take turns, and keen-eyed players will even notice the flag falling if your timer runs out.
Silver Screen to Mobile: Finding Our Art Style
For our initial pitch, we created an incredibly detailed render that we placed side-by-side with shots from the show. While this was accurate, it immediately became clear that the lighter tone of the game and its target platforms would require us to go on a journey of discovery to find a unique art style.
Similar to the way in which we approached adapting characters, in the initial stages we openly explored several directions, always making decisions together as a team to keep consistency between iterations.
With the bright and inviting character direction already established, we eventually decided to adapt our environments and lighting to reflect this. We ramped up the saturation and, in many cases, the contrast was increased to provide more punch and legibility on smaller mobile screens.
The one area which broke this new rule was the ‘gameplay lighting’; the lighting of the 2D and 3D chess boards and their immediate surroundings. For these cases, we kept contrast at a low level to promote maximum readability of the state of play. After all, if you can’t clearly read the board from all angles, you haven’t got a good chess game!
Bringing Console-Quality Visuals to Mobile
The biggest challenge for us was keeping the visual fidelity up while developing for a vast array of different mobile hardware. To achieve this, we kept close control of detail based on player sight lines and radially out from the playable locations. The same was true of materials.
When it came to lighting, the backgrounds were baked with real-time lighting reserved for those showstopping key gameplay areas.
Through our background in chess games, we also learned that experienced chess players prefer a 2D view, so all locations had to accommodate both a 2D and a 3D chess board, with the player having the option to switch between them on the fly.
We didn’t want to have our 2D boards as a generic, static top-down view. We felt it would really break the immersion of the setting but also would not be in keeping with the overall aesthetic of the show.
Instead, we created bespoke options that exist within each environment. From the weathered chalkboard found in Mr. Shaibel’s basement to the glitzy illuminated wallboard found in Vegas, even hardcore chess players can play with their preferred view without ever being taken out of The Queen’s Gambit’s aesthetically beautiful and fully-realised world.
It also led to us finding creative ways to add additional elements and easter eggs for fans, such as this chess magazine featuring Benny sitting on the table in Alma’s house.
Accommodating Beth’s Vision!
Those who have watched the show will be aware of Beth’s iconic superpower of visualising potential chess moves on the ceiling. In The Queen’s Gambit Chess, players can feel this superpower for themselves, we call this ‘Beth’s Vision’.
All environments had to support the use of this feature! But it’s surprisingly tricky technically to replicate an entire functional board on the ceiling of an environment.
With the help of our incredible tech team, we accomplished this by creating an entirely separate area within the scene complete with a variant lighting rig. This was then flipped vertically and set up to run our chess engine, and finally flipped back again in the code so that the view the user sees appears to be the ceiling.
In the game, when you use this ability you are actually seeing our chess engine evaluating hundreds of potential moves in real-time and displaying some of the most likely choices before giving the user the best move it can calculate!
Up Next on Ripstone ArtStation!
Thanks for stopping by our overview of the environments of The Queen’s Gambit Chess, we really hope you enjoyed it! In the coming weeks, we’ll be diving deeper into some environments individually.
Next week, we’ll be chatting with Dan Eder, the accomplished Lead Character Artist whose Beth Harmon design inspired us!