MediEvil’s Short-Lived Demo Returns Today With New Content

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MediEvil’s Short-Lived Demo Returns Today With New Content

Plus, Other Ocean digs up design docs and describes updating Sir Dan for PS4.

Merry citizens of Gallowmere,

Tis the season of comfort, joy and second chances! I bring you the jolly news that the MediEvil Short-Lived Demo is being resurrected at PlayStation Store today with additional content! Get your hands on this free download to claim the Sir Dan’s Helmet item, traverse the Graveyard and Hilltop Mausoleum and fight your way to the Stained Glass Demon. Are you up to restoring some cheer to the kingdom this holiday?

And in the spirit of our 25th anniversary, the development team at Other Ocean has provided us with an in-depth look at how they meticulously updated Sir Dan’s model for the PlayStation 4. Please take a look, and share the spirit of Sir Dan this holiday season!

Nick Bruty, Art Director (Other Ocean)

Sir Daniel’s look is so central to the game that if we didn’t get it exactly right it wouldn’t feel like Medievil at all. With the original PS1 model being so lo-res we knew we needed to add much more detail and shape. It was going to be a whole new Dan but had to feel exactly like the old Dan.

We knew it would take many iterations to get it right so we made sure to give Dan as much production time as possible with our only deadline being the first video release for marketing, about midway through production.

However, the process wasn’t as grueling as we thought. The concept artists had already been at work on many areas of the game and we had really dialed in the style. But there was one thing that bothered us from the original. Dan had surprisingly short arms. He got away with it more being so lo-res but now it just looked wrong. We made some adjustments, so that they were more proportional to Dan’s lanky legs. This felt right and the animation looked better for it.

It was a great feeling to read the first feedback on Dan’s new look. Seeing fans put up comparisons between the old and new. Everyone seemed to really feel we kept the spirit of Dan and enjoyed the new additions. What really brought Dan to life was the extra polygons and bones in Dan’s skull, allowing our animators to get far more expression from Sir Dan’s bony face.

Alyssa Fernandez, Concept Art (Secret 6)

When we started our redesigns of Dan, our first steps were to definitely go back and learn as much as we can about his story and the original creator’s intentions. We wanted to keep true to his iconic look and silhouette.

Dan’s armor pieces were concepted to highly consider function — allowing Dan’s mannerisms, quirks (skeleton in armor!), and attacks to be animated fluidly while still being grounded in design.

Dan’s skull underwent many iterations, referencing designs from the past MediEvil games — striking a balance between the grit of the PS1, to the humorous and modernized shapes from Resurrection.

Joel Codorniz, Rigging (Secret 6)

Dan is a very unique character to rig, since he is basically a skeleton that wears armor. We had a number of revisions just to get the feeling right on his armor, and his face. Dan doesn’t have a jaw like other characters so we had to do different experiments and testing. We did the approach of separating the bone and armor, so that we can be flexible in capturing his goofy personality and showcasing the weight of his armor.

Jem Bernaldez, 3D Modeling (Secret 6)

For Dan’s materials, we initially started with something more “pristine and clean” with his armor, given he is the “hero” of the story. As we developed a deeper understanding for Dan, we shifted to a more tattered look and feel to his armor, but decided to keep his skull a bit cleaner, to support his iconic look.

Julie Almoneda, 3D Modeling (Secret 6)

We made sure to model and sculpt Sir Dan as close to the concept art provided as possible. Especially his skull since it had to support a lot of stylized emotions. So we provided enough polygon density to carry the various emotions, but also balanced it with optimization so the model would render clean inside the engine.

We had to constantly think between the physics of a hard skeleton/skull of a human body paired with the animated,cartoony and goofy skull of Sir Dan. To be able to support complex animations and expressions, we added controls in almost every part of his body including the parts of his armor for the supporting body language.

Justin Rosenthal-Kambic, Animation (Other Ocean)

Looking back to the limitations of the PS1 era in the late 90’s, the original team at SCE Cambridge Studio did an admirable job with the barest of bones to give Dan a few quirks that conveyed just enough of his personality.

When it came time to build our rig and animate Sir Dan ourselves, we explored and expanded upon those broad-strokes of the original and developed a facial rig that gave us the flexibility to serve both our in-game and cinematic needs. Thanks to a much increased poly count, (60 vs 1,734) and far more joint support, we were able to create a wide variety of emotions to flesh out our interpretation of who Dan was and how he should act in his unique resurrected situation. I was particularly excited to set up the ability to squash/stretch Dan’s skull which helped in exaggerating some of his more emotional actions, most notably when he tears off his arm or when he munches on that chicken drumstick.

Emily Chen, Animation (Other Ocean)

There were a lot of moments where you can see what the original game wanted to do, but couldn’t convey because of limitations. Discussing these scenes with our cinematic artist was especially fun because we got the chance to make the shots clearer and yet we still stayed true to the original content. It was especially fun to play around with Dan’s facial expressions even without a jaw to work with.

Overall, the complexity of our rig gave us the ability to max out his poses. For example, separating his head from his neck or stretch out his body for exaggerated poses.

Norm Badillo, Art Production (Other Ocean)

With the advancements in technology and the power of the PS4, bringing Sir Dan up to modern standards and expectations took a lot of thought and care from the team to make it happen.

The process from investigation, concept, experimentation, collaboration, and animation resulted into the embodiment of something special for the fans and the franchise. All the pieces together took Sir Dan to the next level and is definitely something we are all very proud of.

From all of us on the development team, thank you very much to all of our wonderful MediEvil fans out there – your support has been invaluable, and we hope we met your expectations with our latest MediEvil adventure.

Happy Holidays!

Comments are closed.


  • Thank you for putting so much effort into this little classic. You did a great job. I only ever played the demo of the original over and over again. Never had the money at the time to get it myself and then never got round to playing it since. I got stuck at some parts of your version and went to Youtube to see what to do next and guides from the original game were still of good use for the Remake version and it was great to see the difference between the original and the Remake too.
    I have to agree with most that the soundtrack of the original is glorious and it was redone here perfectly. wasn’t it the original composer too? I hope the game did well enough and Sony commission you to do something else PS1 related next like Ape Escape and then the sequel to Medievil because you are definitely up to the task. :)

  • Thanks so much again Nick to you and the team for bringing this game back. Would be awesome if you could do MediEvil 2 next.

    • MediEvil PS4 is an absolute masterpiece in faithful remastering. This was everything a fan could ask for and more! Ppl are crazy not to buy this. It’s beautiful and a joy to play. Other Ocean nailed this remake/master. Now, on to MediEvil II!

  • Thank you, I has bought the EU version of the game after playing the US short live demo and missed the EU Dan helmet. I can get it now with the demo returning.

  • Thank you, I bought the EU version of the game after playing the US short live demo and missed the EU Dan helmet. I can get it now with the demo returning.

  • its a bad habit to be eating and consuming will playing meideivl cause it seems to make you think sonyplaystations sword is real…

  • Thank you so much for bringing back the demo.Loving the game so replaying the game with the helmet is the first thing im doing now, Happy Holidays!!!☃️

  • Thank you so much for bringing the demo back! I’ve already purchased the full game, but I unfortunately missed the demo the first time around. I figured I missed my chance to get the in-game item. Like others have said, I only experienced the original game on demo discs. I never played the full game! Thanks again!

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