
Who doesn’t remember The Order 1886? A technological showcase for the PS4 at its launch in 2013, it served as the flagship project for Ready at Dawn studio, co-founded by Ru Weerasuriya. As creative director, he was driven and ambitious, confident in the promise of his license with The Order 1886 and had envisioned it as a trilogy. However, poor reviews from contemporary press, mixed player feedback, and insufficient sales halted this vision. In an exclusive interview with Julien Chièze, he revisits the origins of this project and discusses its future, including that of Atlantis Studio, which he invested in to support Nico Augusto. This interview spans 90 minutes and covers these topics.
THE ORDER 1886, THE RISING STAR, THEN SLIPPERY…
Behind the curtains of the video game industry, one occasionally observes human journeys characterized by risk-taking, perseverance, subtle betrayals, and unexpected reinventions. This is the story of Ready At Dawn, a revered studio known for creating the highly distinctive The Order 1886, and its founder, Ru Weerasuriya, who broke his silence to reveal the inner workings of this mythical yet troubled project. When Sony entrusted a new project to Ready At Dawn, the trust was unequivocal. The studio was granted almost audacious creative freedom for an entire year with no required reports or public milestones; it was solely about creating in secrecy. After one year, a rough draft emerged: a real-time demo on PlayStation 4 stunned Sony executives, with Shuhei Yoshida and Scott Rohde at the forefront of its appreciation. What they saw seemed impossible on PS4. The challenge had been met. Approval followed swiftly. Yet unbeknownst to all involved, this game—The Order: 1886—would not escape unscathed from this vision of grandeur. It was intended as the start of a trilogy. Instead, it marked the end of a dream.
26 months was the initial contractual duration between Sony Interactive Entertainment and Ready at Dawn to develop this new license. This is unusual in the industry given that similar projects typically take 5 to 6 years at Sony for a new IP. The studio started with 60 people, reaching a peak of 125—a fraction compared to comparable AAA titles that involve double or even triple that number. Despite this, an additional 13 months were granted following the presentation of an impactful initial demo, extending the development period to 43 months, including a final extension for producing a real-time trailer for E3 2013. The studio developed its own engine, which was uncommon practice at the time but standard now, incorporating custom PBR (Physically-Based Rendering), advanced clothing simulation, and photorealistic textures. Consequently, the E3 2013 trailer became the first PS4 real-time trailer showcased on stage. “The Order 1886” also features a distinctive visual style: mists, subdued lighting, and an innovative Victorian aesthetic. The artistic direction is set, as is its signature. All that remains now is time to see what comes next.
The Order 1886 was a pioneering tech demo for PlayStation 4 developed by Ready at Dawn, a company co-founded by Ru Weerasuriya, initially conceived as part of a trilogy. However, due to mixed reviews, player feedback, and inadequate sales performance, the ambitious project was ultimately discontinued. The game’s development featured an innovative approach with Ready at Dawn creating their own engine that included advanced graphics such as PBR (Physically Based Rendering), clothing simulation, and photorealistic textures. Despite achieving initial success and undergoing a prolonged development period of 43 months compared to the typical 5-6 years for new IPs, The Order 1886 fell short of sales expectations, marking the end of Weerasuriya’s trilogy vision. In a recent interview, Weerasuriya provided insights into the project’s origins and shared details about Atlantis Studio, which he funded to support Nico Augusto.
Upon its release, “The Order 1886” sparked significant controversy: while it was visually stunning, it received criticism for being too short and linear. Its guided gameplay alienated players seeking more freedom in their gaming experience. Despite this, the industry acknowledged its technical achievements, with the game winning awards and even surpassing “The Lord of the Rings” in visual effects accolades. However, Sony determined that sales did not justify a sequel. According to Ru Weerasuriya, the issue lies deeper: video game economics have become increasingly strained. On the PS2, games cost around $20 million; by the PS3 era, budgets had risen to $30-50 million, and with PS4, they soared to $80-100 million. Today, some budgets exceed $500 million (including marketing), like “Destiny’s.” At this level, failure is no longer an option as it could lead to the demise of a studio and its employees. For Weerasuriya, this model stifles creativity, making it too expensive for developers to take creative risks.
Is the grass greener elsewhere? When he joins Oculus, intellectual property opens up: while Sony keeps everything tightly controlled, Oculus allows its creators to own their licenses. This is what will happen with their game Echo VR, and for Ru Weerasuriya, it’s both a personal and professional revolution. “When Jason Rubin offered me the license, I found it hard to believe,” he confides. The model is changing, as is the mindset. And most importantly: freedom returns. A decade ago, he already knew that creating his own in-house engine would become an expensive folly. Today, Unreal Engine 5 and middleware are redistributing the playing field. Games like It Takes Two, Clair Obscur, Astro Bot, Expedition 33 prove you can reach audiences without spending $200 million. And players are changing too: less enamored with raw 4K, more attuned to narratives, mechanics, and believable worlds.
Why do so many AAA games appear “empty”? It is not due to incompetence but rather caution. By striving to please everyone, they end up appealing to no one. As Ru Weerasuriya succinctly puts it, “It’s the McDonald’s of video games.” Tidy, calibrated, digestible, yet soulless. Despite this clarity, 2024 marks the end for Ready At Dawn, which is closing its doors after two decades of activity. This decision was made in January and known to only three or four people at that time. Even some key figures like Andrea were unaware. The choice is painful; the team is exhausted, and Ru Weerasuriya feels it deeply. He is considering taking a sabbatical year, possibly longer, and even contemplating leaving the video game industry entirely.
Planned Retreat, Project RediscoveredBoredom sets in earlier than anticipated, and fate takes an unexpected turn. An old friend, Gregory Delfosse (former PlayStation France), introduces Ru Weerasuriya to a mutual acquaintance, Nico Augusto, a creator known for his controversial antics and questionable projects as revealed through Google searches. Initially cautious, Ru decides to invest and subsequently becomes more involved, eventually co-founding the studio Atlantis. “I only regret not having had another year to complete The Order 1886 as we had envisioned it. But I am proud of what we accomplished. And I still hope that this universe will return one day.” Meanwhile, a new narrative unfolds, characterized by its smaller scale, greater freedom, and less strict planning. However, it is important to note that behind this story lies Nico Augusto, known for his vaporwares and questionable efforts to generate buzz. As they say, time will tell…