EDGE

Cold comfort

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A post-apocalypti­c winter might be a rather good fit for a videogame, but it raises its own artistic challenges. How do you go about designing an engaging, navigable world when your palette predominan­tly consists of various shades of white? “You end up with this library of go-to things like the tops of buildings, pylons, highways, and larger mobile structures like crash-landed jets,” art director Mark Norman says. “There was something I liked about that blank canvas – it was stark and foreboding, like you were very alone in a very big world. And then we’ve got this richer, darker underworld, and the contrast between the two is quite appealing – it’s almost like two games in one.”

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