From Brighton to Seattle, the team at The Chinese Room have been hard at work on bringing the gritty world of Vampire: The Masquerade – Bloodlines 2 to afterlife.
Ahead of its release in 2025, the studio has been revealing new features, game mechanics, sneak peeks and more in a series of Developer Diaries released on the Paradox website.
Take a look at the latest teasers and discover the undead details going into this upcoming action RPG game.
DEV DIARY #22 | MUSIC OF SEATTLE
At the heart of any game developed by The Chinese Room is a strong central narrative, the story and its characters. Music can be a very powerful tool in provided subtext and unspoken meaning in a way that no other artform is able to. Audio Director Daan Hendriks set the music director for the game to be strong and memorable for the main characters in Bloodlines 2.
He said: “We looked for the score to invoke a sense of timelessness, a sensation of age and melancholy. We also wanted the music to express a strong sense of contrast, of opposing extremes, and to be a vital part of the game’s narrative, adding depth to the moody, nocturnal atmosphere.”
Tune in to more musical magic here.
Players will be able to choose the outfits and styles they want to wear in Bloodlines 2. Whether you’re a rebel or a wise one, an intimidator or alluring – there’s something for everyone.
DEV DIARY #21 | FASHION MATTERS
A Vampire’s clothing is an important tool in their hunting arsenal: do you wish to blend in unnoticed? Lure your victims with your beauty? Intimidate others into submission? What you wear sets a first impression… so you better choose wisely.
As you play through the game, you’ll gain access to a wide variety of outfits which not only allow you to set the fantasy you might want to play as, but will have an effect on the inhabitants of Seattle. Lead Game Designer Gavin Hood said: “One of the goals we had for outfits was to really lean into and reflect each clan’s style and personality, while offering lots of dress-up options; after all, fashion is king! We decided to unlock the outfits based on the abilities you have gained access to – so you can play as Brujah but still gain access to Ventrue abilities, and unlock and wear all the outfits in the game simply by playing.”
Unlock your passion for fashion by reading more here.
Lust, anger or fear… which do you want to access? Using your Vampiric skills, you can assess the mood of your victim and use it against them.
DEV DIARY #20 | BLOOD RESONANCE
What’s more valuable to a Vampire than feeding on blood? Feeding on blood that is emotionally charged. Protagonist Phyre is an elder Vampire that has accrued many clan abilities over their 400 years, but the incident that brought them back to Seattle has locked away their connection to them. By drinking resonant blood, you can restore Phyre’s connection to their out-of-clan abilities.
When exploring Seattle and feeding on its residents, you can find three potential blood resonances: Melancholic, Sanguine and Choleric – sensing these will enable you to further their emotions through conversation, and lure them into letting you feed from them. You can also access resonated blood by find events happening around the city that are packed with fully resonated NPCs who are ripe to be fed from.
To find out what happens next, how to access Clan Contacts and unlock your abilities, click here.
The first bite is the deepest. The Chinese Room experimented with camera angles to give the player the most satisfying feeding experience.
DEV DIARY #19 | HUNTING AND FEEDING
Feeding is an important part of the Vampire fantasy and The Chinese Room were set on making it a fundamental part of the player experience in Bloodlines 2. Protagonist Phyre is a little-and-often kind of drinker; striking the balance between keeping the beast in check and regularly topping up on healing.
To give players the full experience, the team had to get into some clever camera angles to make the feeding experience in a first-player game satisfying . Senior Game Designer Max Bottomley explains: “At best, feeding in first person doesn’t show you much, and at worst it looks silly – but a simply cut I and out of third person can be disorienting and feels a bit disconnected. We settled on a bit of both: with some basic cinematic action cutting techniques to maintain continuity of motion, and enough first-person actions at the end to get you settled in your next move.”
Get prepped to hunt by reading more here.
The Chinese Room has created a dark version of Seattle brick-by-brick. Players will return to this location in between and during quests, as it stands as the heart of the game.
DEV DIARY #18 | BULDING OUR SEATTLE
Way back in Dev Diary #8, The Chinese Room explored some of the choices made when creating this World of Darkness version of Seattle. This time, they’re back to share some progress on how they’re paying homage to the immersive vibe of the original Bloodlines in their environment building.
Project Creative Director Alex Skidmore says: “Seattle is at the heart of the game, which you will return to again and again between quests, or sometimes during them. It is the most human location in the game where you are vulnerable to being exposed as a Vampire (and breaching the Masquerade), resulting in swift and violent justice from the Camarilla who rule the city.”
Get a sneak peek at the city and its secrets here.
Katsumi Ishizaki [left] leads the Anarchs and keeps their secrets.
DEV DIARY #17 | THE ANARCHS AND THE UNBOUND
Outside of the control of the Camarilla Court lurk the Unbound, and their most visible manifestation: The Anarchs. Whilst many seek to escape from Camarilla control by hiding, the Anarchs have decided to fight back, and by immersing themselves in mortal society they are able to hide in plain site as the DJ in the nightclub, the terrifying cop from internal affairs or the junkie creeping outside your window.
Amongst this group of outsiders, you’ll meet Katsumi Ishizaki (Brujah Anarch Leader), Max Webber (Brujah Unbound) and Nicola ‘Nix’ Lee (Gangrel Unbound).
Find out more about the Unbound and Anarchs here.
The Camarilla are ruled by Prince JJ Cambell [left].
DEV DIARY #16 | THE CAMARILLA COURT
For a century, Seattle has been dominated by the Camarilla – an organisation of Vampires that has fingers in many aspects of mortal society which helps them keep in power. Under the leadership of a Price who dictates laws to maintain the masquerade and populated with several officials from major clans, the Camarilla may grow to adore or abhor you.
In playing the game, you’ll meet JJ Campbell (the Prince), Lou Graham (ex-Prince), Ryong Choi (Seneschal), Michael ‘Tolly’ Tolliver (Herald), Benny Muldoon (Sheriff), Safia Ulusoy (Researcher), Ysabella Moore (Primogen) and Willem Axel (Secret Keeper).
Read more about each of the Camarilla here.
Lou, pictures above, is a powerful Ventrue, former Camarilla Prince of Seattle, and probably a character you don’t want to irritate.
DEV DIARY #15 | DIALOGUE CHOICE SYSTEMS
Senior Narrative Designer Sarah Longthorne delves into the intricacies of the dialogue systems for Bloodlines 2. A studio which prides itself on fully realised characterisation, The Chinese Room opted for more complex dialogue options, which means the player is able to get all the information they need about selecting a dialogue option, and should feel confident in that choice.
Sarah says: “Conversations are not an exception to gameplay, but an expression of it, and if gameplay is a test of skill, conversations are a test of emotional intelligence. To that end, each of our characters in Bloodlines 2 has their own preferences and biases rooted firmly in who they are and what drives them, which – combined with your choices – determines and flavours their opinion of you.”
Read more about the dialogue flow here.
Vampires in Bloodlines 2 are able to sense beyond their own time and experience the world differently to mere mortals.
DEV DIARY #14 | CONCEPT ART, DESIGN AND MORE
Buckle in for another dev diary full of detail and sneak peeks as The Chinese Room update on a range of areas, including: Audio, Code, Concept Art, Design and Production. Sound Designer Cory Young shares his journey of exploring how a Vampire would experience the world around them, and that they might be able to sense beyond their own time – which gave the audio a supernatural feeling rather than just linear sound design.
Over in Design, Junior Level Designer Jack Goddard has been exploring what it means to be an outsider. Whilst Seattle might seem inconsequential to a powerful Elder Vampire, our protagonist is weakened and in need of allies and answers… making them the bottom of the ladder. The player must decide which relationships to nurture and which to break, and participate in combat and slick traversals in order to endure the harsh environment.
More stunning concept art and design insights await you here.
Levels in Bloodlines 2 have been carefully crafted in a way that will allow players to experiment and have fun with the traversal system
DEV DIARY #13 | LEVEL DESIGN, LIGHTING AND MORE
In this jam-packed dev diary, the team at The Chinese Room share a development update in four key areas: Level Design, Concept Art, Lighting and Audio. On Level Design, Amy Lee said she’s loved working on spaces that evoke a range of powerful, emotional experiences that support a variety of playstyles to enable everyone to feel confident when paying the game.
For Lighting, Senior Lighting Artist Freddie Pitcher has been busy to ensure that this version of Seattle feels enticing, seductive and immersive, and said that the Neo-Noir style goes hand-in-hand with the desire to create an atmosphere of deception and intrigue, placing a strong emphasis on silhouette, form and negative-space to create striking and stylish scenes.
Prepare to be stunned by lighting and dazzled by design here.
Concept Art of Phyre within the Ventrue clan. Old world meets corporate boardrooms in this regal, manipulative clan.
DEV DIARY #12 | DEVELOPING THE VENTURE CLAN
The Ventrue Clan are a stylish, ambitious group of Vampires who each have a hunger for authority that matches their thirst for blood and their taste for power, prestige and opulence. Equally at home in the corridors of corporate power as they are in the halls of high society, the Ventrue embody leadership, strategy and a refined decadence.
The style of the Ventrue merges influences from ancient nobility fused with modern high-end fashion, and features large, intricate overcoats and contemporary styles which are all crafted from lush materials that reflect their elevated status. Associate Art Director Ben Matthews noted that key reference points for the clan included the haunting presence Hannibal Lecter, the unnatural grace of Tolkien’s Galadriel and the quiet luxury from HBO’s succession. They stand out as both a beacon of old-world aristocracy and modern-day leadership, dominating any room they enter through the subtle art of persuasion… or if that fails, good old physical force.
Read more about the Ventrue here.
Concept Art of Phyre within the Banu Haqim clan. Adaptability and stealth are defining features of this justice-driven clan.
DEV DIARY #11 | DEVELOPING THE BANU HAQIM CLAN
The Banu Haqim clan is defined by their mastery of stealth, precision and a moral code that guides their hidden hand of justice, they are less connected to a Vampire archetype and are instead modelled on Hashshashin – the Order of Assassins. They lean more into a stalk style of combat, and can silence themselves and others, move impossibly fast and vanish from sight completely.
On the mood board for the design of this clan was functional aspects of Techwear, Health Goth, Corporate Attire and Modern Persian Fashion. These choices reflect a mixture of tradition of modernity, embodying the clan’s adaptability and profound connection to their heritage. Associate Art Director Ben Matthews, said the garments chosen for the clan are as much about form as they are about function, as their ability to quickly disappear into the urban landscape or emerge is a silent avenger is key to their identity.
Read more about the Banu Haqim here.
Concept Art of Phyre within the Tremere clan. A rich history and a deep connection to blood magic drive this elegant and mysterious clan.
DEV DIARY #10 | DEVELOPING THE TREMERE CLAN
The Tremere clan feels a deep connection to blood magic and arcane knowledge. They pursue mystical power and are disciplines, ambitious, knowledge seeking, loyal and guarded.
The appearance of the Tremere draws inspiration from various cultural influences, with New Romantics, Baroque fashion and Nu Goth all being key inspirations. The team wanted to convey a sense of the ancient combined with the energetic and modernised – a mirror to the Tremere’s rich history. Associate Art Director Ben Matthews explained that the Tremere are envisioned as beings that combine agility and fervour, and their preference for engaging in combat from a distance informs both their abilities and makes them appear formidable, predatory and adaptable… all while oozing ancient mystique.
Read more about the Tremere here.
Concept Art of Phyre within the Brujah clan. Deadly opponents both on and off the battlefield, the Brujah are designed to represent their anti-establishment and rebellious spirit.
DEV DIARY #9 | DEVELOPING THE BRUJAH CLAN
The Brujah clan is a group who are all descendants of the same bloodlines, who all have similar strengths and weaknesses, access to supernatural Strength, Speed and Charisma, and are quick to anger: all traits that make them deadly opponents both on and off the battlefield.
The clan represent one of the oldest and most recognisable Vampire archetypes: the eternal rebel. The design of the clan draws inspiration from counter-cultural movements like punks, bikers and metalheads, and their clothing captures the unconventional anti-conformity styles of these groups. Narrative Director Ian Thomas said it was important when designing the Brujah characters to show their individualism – it’s not all about brutality and each has a very different way to challenge the status quo and champion their causes.
Read more about the Brujah here.
An important part of the Masquerade is that vampires are hidden in plain sight in our society.
DEV DIARY #8 | EXPLORE THE WORLD OF DARKNESS
The World of Darkness is the larger umbrella for the Vampire: The Masquerade IP and the related games, and it handles the supernatural in a mature and grounded way based on the premise that Vampires, werewolves and ghosts are real, but are hidden from our contemporary human society.
Project Creative Director Alex Skidmore, says that The Chinese Room’s goal was to create a version of Seattle that is authentic to this, and makes you believe that this hidden side of the city could be real. To do this, they wanted to create a new side to Seattle, and brought key landmarks in closer to create a ‘best-of’ the city where buildings are taller, lights brighter and alleyways darker – all with the intention of making the player feel as if they are seeing it through the eyes of an apex predator: a Vampire.
Come with me and you’ll be in a world of pure darkness by visiting here.
The World of Darkness gets a whole lot darker when combat is brought into the mix.
DEV DIARY #7 | VISCERAL IMMERSIVE COMBAT
The goal for the combat within Bloodlines 2 was to create an action experience that appeal to both existing Bloodlines fans and those who are new to the world of darkness. Project Creative Director, Alex Skidmore, highlights that the three main gameplay styles are: Strategic Stalker, Action Brawler and Narrative Adventure – and players are able to sit within the play that best suits their style and preferences.
To do this, the team developed a streamlined control scheme with actions that are easy for all three playstyles to pick up and play, and then built depth on top of these to give longer-term mastery for the players that want it.
Get prepped for battle by reading more here.
A whole lot of commands go into interactions with characters in Bloodlines 2. Seen here is Tolly…. who is probably judging your outfit.
DEV DIARY #6 | MISSION SCRIPTING AND INK
The Chinese Room is renowned for its rich storytelling, and Technical Director Nick Slaven has talked at length about the important tools developed by the studio to build all the things needed for narrative, including cutscenes, missions and dialogue.
The team developed a mission scripting system that would enable the game’s engine to interpret the story and move it forward, and utilised an open-source narrative scripting language developed by Inkle studios to support the branching narrative within the game.
Get the gossip on all things missions by heading here.
Unreal Engine 5 tech is in use for Bloodlines 2 – including Nanite, Lumen and more.
DEV DIARY #5 | NEXT-GEN DEVELOPMENT
In the ever-evolving world of game development, The Chinese Room have been in constant pursuit of staying at the cutting edge.
Andrea Sancio, Associate Technical Director, says the upgrade from Unreal Engine 4 to Unreal Engine 5 was a pivotal moment for the game’s development, and that being able to utilise a range of technologies including Nanite, Virtual Shadow Maps and Lumen played a pivotal role in creating a realistic and dark world which aligns perfectly with the game’s neo-noir art direction.
Looking for tips on how to utilise Unreal Engine 5 technology in your game? It’s waiting for you here.
Creating Concept Art in Unreal Engine is an effective and efficient way to realise a vision and test things.
DEV DIARY #4 | CONCEPTING IN UNREAL ENGINE 5
Michele Nucera, Senior Concept Artist at The Chinese room describes the way The Chinese Room used Unreal Engine 5 to create concepts for Vampire: The Masquerade – Bloodlines 2. By utilising the huge asset library for the game, the team take briefs and block-out scenes and begin to import 3D assets to bring life to the level, they can then choose the camera angle before detailing the scene.
This process means it’s much easier to see an idea brought to life in a detailed, lit and rendered way rather than having to create everything from scratch.
If you’re keen to speed up your concepting process to deliver realised assets, head over here.
You’ll be exploring the seedy underbelly and beyond of Seattle in Vampire: The Masquerade – Bloodlines 2.
DEV DIARY #3 | NEO-NOIR ART STYLE
In Bloodlines 2, you can expect to be thrust into a dark and threatening world which takes you straight into the seedy underbelly of Seattle. Associate Art Director at The Chinese Room Ben Matthews explains the choice to utilise a Neo-Noir art style for the game’s design was a clear choice as it went hand-in-hand with the tones of the game.
From Locations to Characters, the team wanted to show a side to Seattle at night which goes deeper the more you explore, whether that’s dark-cornered alleyways to roam, or interiors that host Machiavellian politics behind closed doors.
Looking to be near neo noir? You can hurry h-over here.
DEV DIARY #2 | NARRATIVES & THEMES
Community Manager Josh Matthews meets Ian Thomas (Narrative Director), Sarah Longthorne (Senior Narrative Designer) and Arone Le Bray (Principal Narrative Designer) as they discuss the main character of the game – an elder Vampire named Phyre – and how players will control them. They also chat about the story that you find yourself within, the narrative atmosphere of the game and some of the themes it covers, and the choices players will face in interactive with characters in the world.
DEV DIARY #1 | ATMOSPHERE & ART
In this developer diary recap, join Community Manager Josh Matthews as he talks to Michele Nucera (Senior Concept Artist), Alex Skidmore (Project Creative Director) and Ben Matthews (Associate Art Director) from The Chinese Room about the development of the world of Bloodlines 2, including lighting, weather effects and challenges along the way.
Vampire: The Masquerade – Bloodlines 2 will release in 2025 for PlayStation 5, Xbox Series X | S, and for PC via Steam, Epic Games Store and GOG.com. For more information and to Wishlist, please visit the Paradox Interactive website.
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