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# Inside the Tech and Artistic Inspirations of No Rest for the Wicked

**[80 LEVEL](https://daily.dev/sources/80lv)** · 13 min read · 2 upvotes · 0 comments

## Summary

Moon Studios' Gameplay Tech Lead Patrick Williams and Art Directors detail the technical and artistic journey behind No Rest for the Wicked. On the tech side, the team built on a heavily modified Unity engine called 'Moonity,' integrated deterministic multiplayer via Photon Quantum, and developed a custom chunk-based world streaming system. Internal tools include an in-game debug system, VFX pooling, a combat simulation tool called ArmaMan, and a custom timeline system for animations and cinematics. The art direction draws from Old Masters like Caravaggio and 19th-century landscape painters, with a 'painting comes to life' philosophy that deliberately moves away from PBR realism toward hand-painted textures and dramatic lighting. The studio operates fully remotely with flexible tooling, allowing artists to use Blender, Maya, or 3DSMax based on preference.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/interview-inside-the-tech-and-artistic-inspirations-of-no-rest-for-the-wicked-from-moon-studios/>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#unity](https://daily.dev/tags/unity)

[View this post on daily.dev](https://daily.dev/posts/inside-the-tech-and-artistic-inspirations-of-no-rest-for-the-wicked-2efb11wi3)

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