The same goes for Dishonored the enemy and world design are distinct and surprising, and add layers of satisfaction to the overall experience. For example, Rapture in Bioshock 1 and 2 are captivating not because the games are technical powerhouses, but because they sport an aesthetic that is able to draw people in. I spoke to Darkest Dungeon's creative director Chris Bourassa to find out how they created an art style that would unify the entire game.Īrt design has always been a valuable aspect of any video game. Actually, it would fail miserably at everything it attempts to do otherwise, from the storytelling to the mechanics. ![]() ![]() Developer Red Hook Studios’ Darkest Dungeon - a brooding, and sadistic take on roguelike RPGs - wouldn’t work without its gorgeous art design.
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