Marvel’s Wolverine Inside Insomniac Games’ Location-Scanning Trip To Japan
Insomniac Games has detailed a comprehensive location-scanning trip to Japan undertaken during the early production of Marvel's Wolverine. The development team traveled across multiple regions to capture 5.6 terabytes of data, including over 600 scans and thousands of reference photos, to build authentic, grounded environments for the upcoming PlayStation 5 title.
In a newly published report, Insomniac Games shared insights into a major location-scanning expedition to Japan conducted during the early stages of development for Marvel's Wolverine. The initiative was part of a broader series of global research trips designed to gather real-world assets, study natural environments, and establish a deep understanding of the biomes and cultures that inspire the game's settings. According to Nathaniel Bell, the studio's Principal Technical Artist, the Japanese excursion stands as one of the most ambitious and rewarding scanning operations the team has executed to date.
The preparation for the journey began months before the team departed, involving extensive virtual scouting and route planning. Insomniac Games collaborated closely with Sony Interactive Entertainment teams based in Japan to map out an efficient itinerary. The environment team for Marvel's Wolverine had previously blocked out levels and compiled detailed requests for specific assets and biomes. The challenge was to design a route that maximized variety and fulfilled these requests within a highly constrained timeframe, leading to a path that stretched from Tokyo to Joetsu, through Tsumago-Juku and Magome-Juku, to Kyoto, and back to Tokyo.
Unlike previous scanning trips where the studio minimized travel to maximize scanning time and reduce logistical risks, the Japan expedition embraced extensive transit. The desired environments were scattered across several distinct regions, requiring the team to spend long hours traveling on Japanese highways. The scanning crew consisted of six members: Nathaniel Bell, Jonnathan Mercado, Christen Borras Alicea, Niina Taniguchi, Reiko Sekine, and Chris Devens. This group managed the demanding travel schedule while transporting heavy equipment across the country.
The primary motivation behind scanning in Japan was to establish a high level of authenticity for Marvel's Wolverine. High-resolution scans allow the developers to capture the physical reality of various surfaces, including rock, bark, pavement, moss, metal, soil, and various imperfections that make virtual spaces feel believable. Beyond gathering raw digital data, the trip allowed the team to observe firsthand how structures are built, how materials weather over time, and how local cultural details manifest in real-world environments. This firsthand research provides artists with a foundation to create grounded, inspired spaces rather than relying on generic asset libraries.
Throughout the trip, the team successfully captured assets across several highly diverse biomes. In the eastern mountainous regions, they focused on cold-weather details such as snow, stone, bark, and the effects of winter conditions on natural materials. They also documented bamboo forests to capture vegetation patterns and the unique density of the landscape. Urban environments provided access to pavement, walls, public infrastructure, and signs of wear, while underground transit spaces offered distinct architectural patterns and materials. Additionally, the team documented remote roadside temples and unique cultural construction details, such as a bamboo gutter system.
By the conclusion of the trip, the team had accumulated a massive archive of reference material. The expedition resulted in over 600 scans across four distinct biomes and the collection of 5.6 terabytes of data. The crew walked more than 100 miles while carrying approximately 20 pounds of scanning equipment per person, capturing 189,589 photos in addition to separate reference photography. The physical toll of the journey included three broken pieces of gear—specifically two cables and a plastic case—along with one shattered phone back.
The assets and references gathered during the Japanese expedition are currently being utilized to shape the environments of Marvel's Wolverine. Insomniac Games emphasized that this research, alongside other global scanning trips, helps the studio build the game with greater specificity and respect for its real-world inspirations. The title is scheduled to launch on PlayStation 5 consoles on September 15, with wishlists and pre-orders now available on the PlayStation Store.
Source: PlayStation Blog — original reporting
Updated