Lead designer Carlos Bordeu explains tiny Chilean studio ACE Team’s approach to Zeno Clash’s look.
Sumo Digital’s trip through Sega’s history was an uphill struggle.
Mojang lead developer Jens Bergensten and artist Markus ‘Junkboy’ Toivonen on the games which influenced Minecraft’s look, and more.
Lead artist Wyeth Johnson on how Epic maxed out the Xbox 360.
Art director Mathias Wiese and art lead Jason Flanagan on creating a world that pushes players over the line.
Postcard-perfect ground-to-air-and-back-again action staged across three climates, 32 square kilometres and 24 hours of simulated day and night: Just Cause 2 is a blockbuster all right. Art director Stefan Ljungqvist recalls some of the highs and lows of creating it, such as finessing grenade-flung bodies.
Dishonored’s city is drawn with breathtaking depth. Its art design might place it on the foundations of 19th century London, crowding its spaces with smokestacks, brick tenements and hulking factories, but it’s also run through with forbidding fascist classicism as well as opulent baroque and art nouveau touches.
A scorching Catherine wheel of an urban arcade racer, Blur was marketed as a ‘mature’ Mario Kart to a notional untapped market. Joining Split/Second: Velocity in the May 2010 bloodbath caused by the release of Red Dead Redemption, it flopped, sending out dire signals for mid-tier gaming. Sure enough, creator Bizarre Creations was closed less than one year later. Now installed as head of art and animation at BioWare, Neil Thompson, a former art director at Bizarre, casts a glance back at the glory of the game itself.
Entirely the work of Eskil Steenberg, Love exhibits an uncompromising painterly art style. Its thick daubs of pixels trade clarity for effect, favouring emotional over intellectual responses. This untextured look has helped condemn the game to the outermost indie fringe, its servers visited only by a dedicated few who appreciate its beauty and the purity of its co-op. Here, we talk to Steenberg about the game’s distinctive aesthetic and showcase the art of Love.
Warping across a single star map shared by tens of thousands of fellow ‘capsuleers’ isn’t all that draws people to Eve Online. Ironically, it’s the supreme hostility of that experience, felt in every aspect of CCP’s art design, that’s made the MMOG so intriguing to outsiders and valued to its players.