Resource management is a staple of the survival horror genre, but how are you enhancing this mechanic to emphasize resource management before, during, and after engaging enemies?
WP: In Cronos, resource management is crafted to be a dynamic and immersive experience that unfolds throughout every stage of combat—before, during, and after each encounter. Staying vigilant is crucial, as you must not only manage your resources wisely but also adapt to a unique challenge: enemies that can merge together mid-battle. Each merge dramatically shifts the flow of combat, exponentially increasing the difficulty and forcing you to rethink your strategy in real time.
From fast-approaching runners to heavy tank-like horrors, can you please explain your approach to enemy design based around the idea of facilitating unique encounters for the player?
JZ: In Cronos: The New Dawn, we wanted each enemy type to offer a distinct challenge that forces players to adapt their strategies, as well as to fight those who have merged. Merge is a unique mechanic for us because it represents a core gameplay element that significantly influences how players approach combat and resource management. Our goal is to make every confrontation feel unique and engaging, enhancing the immersion and intensity of the game.
Did you utilize Niagara visual effects to bring the game’s environments and enemies to life?
MS: Yes, we make extensive use of Niagara. This VFX system is incredibly flexible and offers a great deal of creative freedom to experienced VFX artists. The tentacles, anomalies, and gravity platforms are all created with advanced Niagara systems, which provide rich interactivity and bring our world to life.
How does working in Unreal Engine help foster a cohesive and collaborative workflow between engineering and departments like art, design, audio etc?
MS: I suppose the fact that Unreal Engine supports revision control and integrates well with Perforce is helpful when collaborating with a large team. It ensures everyone stays in sync and reduces conflicts across disciplines. But beyond that, what really stands out is how UE enables real-time collaboration—artists, designers, and programmers can all work in the same environment, seeing changes instantly. That kind of immediate feedback loop really strengthens cross-team communication and cohesion.
We’ve heard that you were inspired by games like Resident Evil and Dead Space. How did these games influence your approach to the combat and survival elements in Cronos: The New Dawn?
JZ: Combining these influences, we aimed to deliver a game where survival isn’t just about fighting—it’s about making tough choices, managing limited resources, and feeling constantly on edge, which we hope keeps players fully engaged throughout their journey in Cronos. In terms of gameplay, Cronos is very close to the Resident Evil series, with features like resource management, tension built by limited ammunition, and atmospheric locations filled with monsters. On the other hand, Dead Space influences are clear in the game’s mood, protagonist, and intense, brutal encounters with creatures, using a unique arsenal and environment.