Kirk didn’t much care for Detroit in his review of the game, but I still thought the game’s vision of the near future was interesting enough to take a look at.
[referenced url=”https://www.kotaku.com.au/2018/05/detroit-become-human-is-held-together-by-the-little-moments/” thumb=”https://www.kotaku.com.au/wp-content/uploads/sites/3/2018/05/detroit-become-human-1-410×231.jpg” title=”Detroit: Become Human Is Held Together By The Little Moments” excerpt=”It’s late in the evening. I’ve moved the console to the bedroom, so I can enjoy a bit of Detroit in warmth and comfort. I fire up the game, and while the main menu loads, I duck off to the toilet.”]
[referenced url=”https://www.kotaku.com.au/2018/05/detroit-become-humanthekotakureview/” thumb=”https://i.kinja-img.com/gawker-media/image/upload/t_ku-large/luyldnkcrwovhwkmmxww.png” title=”Detroit Become Human: The Kotaku Review” excerpt=”The PS4’s latest blockbuster moviegame Detroit. Become Human is like something my Alexa would come up with, were I to ask her to write a story about androids with feelings.”]
Below you’ll find a showcase of pieces that went into Detroit‘s development from a range of artists, some of them working at Sony studios, others brought in from the outside. It isn’t everyone who contributed, but it’s enough to give us a nice look at a cross-section of work that built this vision of Detroit in the year 2038.
This story originally appeared in June 2018.
There’s a link to each artist’s portfolio in their name.
Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios.
Comments
One response to “The Art Of Detroit: Become Human”
LOL, Hank and his shirts.
FYI there are great pieces of art, music and information on the game characters in the extras section of the main menu in Detroit. You need points to unlock them, which are earned by playing through the game and exploring different branching choices.