2017’s Prey looks nothing like 2006’s Prey. Gone are the generic sci-fi designs and alien buttholes, replaced by a sleek retro-future aesthetic that helps give the game its own unique visual identity in a market flooded with games about space stations.
Below you’ll find a ton of examples of the artwork that went into creating that look, courtesy of a group of artists that both work at Arkane or were contracted in as freelancers. It isn’t everyone responsible for the art direction (like lead visual designer Emmanuel Petit), but it will give you a good selection of the game’s visual development.
Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios.
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One response to “The Art Of Prey”
An absolutely beautiful game. I had a lot of fun playing it – although I must say that the ending was very disappointing.
This sort of architecture and design is something I would like to see more of in real life.