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Space station dead space concept art12/15/2023 She focused more on evoking the key aspects of the original’s style - blocky, tiled walls and high-contrast patterns. “I really wanted to avoid that typical Unreal Engine Remake look of shiny metal surfaces and realistic materials,” she tells me. Mansell joined the project early on as a character rigger, from a background in modding, before ending up becoming integral in developing the game’s entire aesthetic after a shift in development saw Nightdive Studios’ pivot from the more grounded look of the pre-alpha build to something more stylised. These are the toy guns you would have wanted for Christmas, and I wanted to know more about them.Ī game filled with as much tech and grimy atmosphere as the System Shock remake is a dream come true if you’re the sort of person who is really into practical, industrial sci-fi design. NERF guns that've been painted by a 12-year-old and covered in spaceship parts. Heavy, industrial things covered in thumb-print smeared LCD screens and superfluous greeblies. Here, the weapons are very much the star of the show. There wasn’t much to see in the original - nothing beyond the tip of a barrel. If there’s one area where all of the remake’s ideas truly come together and shine, it’s in the weapons. Whether or not Doom 3’s shotgun is one of the good ones (it is). What separates a good one from a bad one. Specifically the big, daft chunky guns that she worked on, but also about videogame guns in general - what makes them tick. It’s been about an hour since Evelyn Mansell - one of the lead art directors on the System Shock remake - and I started talking about guns.
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