EDGE

Suspect identifica­tion

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With the exaggerate­d forms of the previous roster now replaced by subtler silhouette­s, ensuring players can easily read the action has required more thought. “We’re in early, early alpha, and we analyse this stuff on a daily basis,” says art director Tramell Isaac. “But I think we’re in a good space now where we’ve got a few knobs we can turn to make things pop a little bit more. We had lots of detail and colour in the environmen­ts, but we realised that the arena’s supposed to be a setting, not a character. So we reduced the number of colours that we have in a space [to around] three, but we use tones of those colours to give it a broader spectrum. So then it feels unique, not overpoweri­ng.”

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