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News 01 October 2026 • 2 min read •

Dune: Awakening's creative director on Hollywood, in-game advertising, and why style beats photorealism

In an interview with GamesIndustry.biz, Funcom's Joel Bylos discusses working with Legendary, the console port, and the future of game graphics.
Author: Флешка •
Dune: Awakening's creative director on Hollywood, in-game advertising, and why style beats photorealism

Developing Dune: Awakening involves more than just designing deserts; it requires constant coordination with rights holders. Funcom Chief Creative Officer Joel Bylos discusses the process of working with film studios, the implications of a console port, and why the race for photorealism might lose to strong art direction.

Working on a major licensed IP like Dune: Awakening means navigating a continuous dialogue with Legendary, the studio behind the film adaptations. Bylos explains that Jira has become the primary tool for this collaboration. Rather than heated phone calls, the studio uses an automated ticketing system: if an approval is delayed, the issue is escalated. This streamlined process is a sign of established trust, proving to Legendary that Funcom is handling their intellectual property with the utmost care.

The oversight extends to high-profile creators as well. Bylos mentioned that director Denis Villeneuve once expressed concern that the game's title might be too close to Star Wars (referencing The Force Awakens), though Dune: Awakening ultimately stood its ground.

Reflecting on the industry's evolution, Bylos sees potential parallels between game development and Hollywood production models. He noted the possibility of future game projects operating as separate legal entities to spread financial risks—a method common in the film industry. However, he cautioned that such a shift would require strong labor unions to prevent worker exploitation.

As Funcom shifts its focus toward the console release of Dune: Awakening, several key updates are being implemented:

  • Single-player mode: A direct response to player feedback, allowing for a solo experience.
  • Difficulty customization: New options to tailor the gameplay, similar to the creative mode in Minecraft.
  • Console-specific features: The team is leveraging the haptics and adaptive triggers of the DualSense controller to simulate sensations like walking on sand or the movement of a sandworm.

Regarding monetization, Bylos noted that the industry is in a state of flux, moving between subscriptions, battle passes, and premium models. While Dune: Awakening will launch as a premium title with paid DLC, the studio remains observant of market trends. Interestingly, Funcom actually pioneered in-game advertising back in 2001 with Anarchy Online, a concept that is currently seeing a resurgence in discussions.

On the technical front, Bylos expressed skepticism regarding the industry's obsession with photorealism. He argues that the future belongs to stylized art and optimization. Citing the younger generation of players raised on Roblox, he suggests that gameplay is becoming more important than raw graphical fidelity. With the rise of handhelds like the Steam Deck, games must remain playable on less powerful hardware. He pointed to World of Warcraft as a prime example of how timeless art direction can outlast the pursuit of hyper-realism.

Article author

Флешка

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