
I also liked the look of a clip that showed Sims communicating their moods and reactions in part via 2D animated flair within the 3D world, such as flames shooting out of the head of an angry Sim. One of Project Rene's touted features is a grander simulation of the neighbourhood beyond your Sims' front door, and one of the most exciting prototypes was just a handful of clips of pill-people sliding around between greybox buildings marked "Bistro 2" and "Dive Bar" and "Office 3." This is designed to illustrate the kinds of routines your Sims and their neighbours might follow during the day. We then move onto an example of animations designed to help players "read the room", with Sims shaking hands with different body language depending on how they feel.

There's a brief look at a new lighting model, with objects casting shadows onto walls based on both interior and external light sources.

"We're building many different elements of this game in parallel," says Project Rene creative director Gina Herrle," almost like prepping all of our ingredients before we can bring them together to bake a cake." This is a good metaphor to setup for the prototypes that follow, which are each designed to illustrate a single new feature.
