Jusant invites us on a vertical journey up an infinite tower. Don't Nod's game opts for a stylized art style with soft colors and global illumination that brings every ledge to life. There are no battles, only the exploration of a world that rises towards the clouds, where scale and atmosphere are the true protagonists.
The engine of ascent: UE5, Maya and ZBrush 🧗
The technical development of Jusant relies on Unreal Engine 5 to manage its enormous vertical scale without sacrificing performance. Natural global illumination and dynamic shadows create a landscape that invites climbing. Maya and ZBrush were used to sculpt the details of the tower and its creatures, optimizing each polygon so the journey is smooth. The result is a world that feels alive without the need for hyper-realistic textures.
The climber syndrome who forgot the knee pads 😅
In Jusant, climbing is relaxing until you run out of stamina and fall into the void for not planning your route. The game reminds you that, even if you've climbed Everest in your mind, on the screen there's always one grip missing. At least your knees don't really hurt, even if the controller sweats more than your hands on a real climbing day.