Building Prey: how artists shape video game worlds
by Keith Stuart from Technology | The Guardian on (#2XFZE)
Via concept art and sketches, we look at how developer Arkane envisaged one of the most visually spectacular games of the year
Think of the most impressive, memorable video games of the last 40 years and they tend to have one thing in common: unity of vision. From the sludgy corridors of Doom to the vast art deco chambers of Bioshock, great games take place in intricately realised worlds where every aspect - from armour to architecture - reflects a consistent visual theme.
As in the movie industry, the creation of detailed virtual worlds often involves the production of concept art - reams of sketches and paintings, based on early script drafts and discussions, fashioned to provide a target look for designers, artists and coders.
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