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Posts tagged “Art”

Feature: Paint no evil

This Black Myth: Wukong art has me obsessed with a family of rats

Phwoar, Black Myth: Wukong looks a bit good eh? If you’ve not seen the gameplay trailer yet, definitely give it a watch. From the looks of things it’s an action-adventure game based on one of the great classical novels of Chinese literature, Journey to the West. You take control of Sun Wukong, a godly monkey king, and start fights with big groups of foxes with…

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It’s time for the first slice of video game clock supercut Hours Played

Duncan Robson’s video game clock supercut Hours Played is intended to eventually become a functional timetelling device, streamed to sync up to wherever you are in the world, created entirely from clips of clocks from games. Robson crowdfunded last year to create a proof of concept of the first hour, but ended up with a little over two. I’m going to embed it right here…

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Hours Played is crowdfunding to create a video game clock supercut

Imagine a clock, except made from hundreds of other clocks that once only existed in video games. That’s what artist and video editor Duncan Robson is crowdfunding to create. He wants to eventually stream the supercut online, synced up to wherever you are, so theoretically it could be used to tell the time - or just as a celebration of a very specific and yet…

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Feature: The eerie beauty of the aurora

State of the Art: The Long Dark’s aurora

The coloured lights flaring across the night sky in the frozen Canadian wilderness were one of the most anticipated elements of Hinterland's survival game, The Long Dark [official site]. Since the Kickstarter we've known they would do more than brighten the night, playing a key part in the game's episodic story mode, but now they're in the game I find myself braving the uptick in…

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Feature: Design of a slime

State of the Art: The slimes of Slime Rancher

I've spent a looooooot of time with my slimes in Slime Rancher [official site] and watching them bounce and coo as they wiggle free of my corrals and wobble off like determined balloon-toddlers has been a delight. But how does one convert a ball into a creature with such a strong sense of spirit? How do you keep their little slime modifications from becoming a…

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Feature: A dark bestiary

State of the Art: The monsters of Prey

I'm only a little way into Prey [official site] at the moment but one of the most interesting aspects for me is the monster design. I love pausing the trailers to peer more closely at their glitchy, weird forms without worrying about being killed. The monsters in question are these hostile lifeforms which all come under the bracket of "Typhon" but there are different species…

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Feature: How its gorgeous scenes were made

State of the Art: Old Man’s Journey

Old Man's Journey [official site] caught my attention before release entirely on the strength of its aesthetic. It reminded me of board game illustrations, of children's books, of a particular Courbet painting, and of colour palettes remembered from trips to the sun-baked south of France. The game itself offered a touching tale told through environment and memory as an elderly man strapped on his rucksack…

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Feature: On fish and fairytales

State of the Art: How Edith Finch’s most memorable scene works

EDITH FINCH SPOILERS AHEAD. THIS IS A REALLY OBVIOUS WARNING SO CONSIDER YOURSELVES WARNED!What Remains of Edith Finch [official site] is a home exploration story – an anthology of the lives of Edith's family members – where playable vignettes tell you what happened to each of them. Each vignette is a distinct tale with its own mood, its own rules. Here I sat down with…

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Feature: With no plan and constant iteration

How Inside’s levels were designed

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Inside [official site].Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what…

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Feature: Rays of light

State of the Art: Chris Delay talks Scanner Sombre

Scanner Sombre [official site] is Introversion's curious LIDAR-inspired exploration game. It caught my eye last year at Rezzed because it had such an unusual art style - the only thing close to it is A Light In Chorus and that does very different things with the specks of colour which make up its environments. In Scanner Sombre you use a scanning gun to reveal the…

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Feature: Family gaming

State of the Art: Guild Wars 2’s art passes from father to son

Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel. As a result there's a lot in our Q&A which is actually just a touching account of a partnership/mentor/mentee relationship across two generations…

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Feature: Pond Life

State of the Art: The art of creating Subnautica’s flora

If you've spoken to me for more than five minutes, chances are I've mentioned Subnautica [official site]. It's an open world survival game set largely underwater on an alien planet. You explore biomes, collect resources and, as updates to the early access project add more content, start to piece together the story of the planet. I played huge amounts of the game before more significant…

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Feature: Seafaring sketches

State of the Art: Burly Men At Sea

Burly Men At Sea [official site] sailed onto my radar at Rezzed earlier this year. Part of the Leftfield Collection, the game offered a beautifully stylised tale about three bearded brothers going off on an adventure. The reason I was particularly excited was, more than any other game, the demo I played seemed to capture the essence of children's story books and translate that to…

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Feature: What you'll see Unter the Zee

State of the Art: Sunless Sea and the world of Zubmariner

Sunless Sea's [official site] first expansion, Zubmariner will be released on 11 October bringing with it new ports and cities to explore and tales to be told. Or as developers, Failbetter, put it: "agonising choices presented in beautiful prose." But it wasn't the beautiful prose which caught my eye in recent dev blog entries, it was the undersea (or rather, Unterzee) flora and corals. That's…

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