Suspect identification
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.”