to join the CVG community. Not a member yet? Join now!
CVG
Interviews

Assassin's Creed Revelations: 'Think huge sequences of high adventure '

The Assassin's Creed design team on creating Revelations' game world...

Page 4 of 4

What was the biggest challenge and also the biggest pleasure in bringing Revelation's locations to life?

Raphael Lacoste: The first art direction challenge when creating a city in an Assassin's Creed game is to nail the overall feeling for the game's locations, and bring life to a historical city during a period that we weren't able to witness first hand.

We start by asking our illustrators to create strong images that set the tone for the main color palettes, shapes and compositions that we want to see in the city. We then worked hard to create as much variety as possible in our districts, which will allow the player to become immersed in a host of rich and unique locations.

Zoom

Our initial concept art then aimed to capture the sections of cities that will be featured on the game's main path, and that will be memorable through both their unique atmosphere as well as their historical context. It is extremely important for us to create an impactful and harmonious visual signature, and we achieve this by placing a huge effort into the ambiance, lighting and shapes of our locations.

We feel that we've only done our job when the player feels completely transported away to a living, breathing world full of richness and detail, and we on the Assassin's Creed Revelations art team are extremely proud of the work that we've done on bringing the game's cities to life.

  1 2 3 4
Prev  

Comments