How The World Of Dishonored Became A ‘Place That Could Exist’


Building a place that feels as though it could genuinely exist is a more complicated process than you might think, and it requires more than imagination. It requires commitment, research and an incredible eye for the detail of everyday fictional life. This Dishonored developer diary goes into the details of the game’s unique universe, and it’s absolutely fascinating.

‘Industrial design is fiction…” says Dishonored’s visual design director Viktor Antonov “[There’s] a very obvious relationship between science fiction and industrial design.”

And that really sets the tone for this incredibly interesting diary. When I think about world’s with detail, games with intricate universes — those are the games I tend to care most about. The one’s that feel as though they could exist.

I really enjoyed the short time I spent with Dishonored, but I get the feeling that I will enjoy it far more when I get the opportunity to truly immerse myself in the game’s environment.


The Cheapest NBN 1000 Plans

Looking to bump up your internet connection and save a few bucks? Here are the cheapest plans available.

At Kotaku, we independently select and write about stuff we love and think you'll like too. We have affiliate and advertising partnerships, which means we may collect a share of sales or other compensation from the links on this page. BTW – prices are accurate and items in stock at the time of posting.

Comments


6 responses to “How The World Of Dishonored Became A ‘Place That Could Exist’”

Leave a Reply

Your email address will not be published. Required fields are marked *