![]() Once Filip understood what I wanted we had a flood of interesting concepts. Our concept designer Filip Acovic, went through my ideas rather quickly but what was crucial is a good communication. The biggest problem was finding the right concept artist that could realize all the details of the world. Pip: How did the look of the game change from initial sketches to the final style? Games like Silent Hill, Resident Evil or Metroid Prime. Ballard, Stanislaw Lem, Kafka, Albert Camus, Heidegger and so on. Writers of different genres from Horror and SF to philosophy like Lovecraft, Barker, Thomas Ligotti, J.G. If we are talking movies it's directors like Cronenberg, Argento, Lynch, Carpenter and Jodorowsky just to name a few. We also tried to create our own style.Īs for other influences it's quite a big list. They are certainly the two main visual influences but their work was not chosen because it looks cool but because different aspects of their work relate to various themes and ideas in Scorn. Giger (who appears to be a household name now) and the much less well known polish painter Zdzislaw Beksinski. When it comes to visual influences just looking at any comment section for Scorn you will notice two names are constantly mentioned: H.R. Scorn's influences are based on ideas and concepts I wanted to explore. Your view on life, your thoughts and ideas will push you towards similar minded artists. Sometimes their art defines your taste and sometimes you naturally gravitate towards concepts you have an affinity for. ![]() Ljubomir Peklar: A person is influenced by many things and different artists throughout his life. ![]() Pip: Tell me about your influences for the game - other artists, places, movies and so on. You can click on each image for a larger version if you want to examine the fine details! What led game and level designer Ljubomir Peklar and his colleagues to these spaces for their game? Here are their answers and some of the wonderful artwork they've shared. It reminded me of conversations about abjection from art history, of ideas about transgressing bodily boundaries, of monstrous organs, dripping fluids.īut I wanted to know what Scorn's developers thought. It has that potent mixture of architecture and biology which skims so close to revulsion but is also incredibly beautiful. When the Scorn trailer came out a couple of weeks back I was fascinated by its aesthetic. ![]()
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