It's pretty cool that Daud is still around. Going to start a ghost playthrough of his DLC campaign(s) forthwith.
I wouldn't mind this guy voicing Garrett in a thief game.
Originally meant to be a mood board, Sergey Kolesov pushed the limits here by showing the bay being hit by the sun and rain at the same time, while the mountain blows its dust along the wind corridor.
“Imagine Havana or Genoa with spots downtown where you can see giant trees too big to be felled”: this was the brief given to the artist Laurent Gapaillard, who’s one of the most talented pencil artists in the world.
We really enjoy creating meaningful environments and the Dust District is a great example of this: a giant peak with silver mines at its base, a wind corridor that leads to a district at its end, and industrialization of the district with giant windmills - these were the starting points of the development of this area in Karnaca.
Built on the vestige of an old fort, the Palace of the Duke is the result of the clash between classical and noble materials with modern lines.
Thanks to the Serkonan Cartographic Society, some of our maps are topographic! The last wave of settlers was people from Gristol, who came in with money. They started a more structured urbanization with boulevards, a hidden harbor, and even a big canal splitting the island in two, from Quintana Gates to the far North.
Here we can grasp the inspiration from our photo trips to Barcelona and see how our visuals are influenced by how the player will move around the environment.
Because the wind and dust can be so violent that it damages Karnaca’s buildings, we came up with the idea of giving buildings in the Dust District diamond shaped blocks to break the strength of the wind on its surfaces. We then added some wind panels to the edge of these blocks, which is what you can see in this image.
When you get a feature idea from the game design team, you never know how deep you’ll go in making it feel grounded into the world. The bloodflies ecosystem is a good example of where art mixes with story; showing that animation and gameplay can work well together
With this image we wanted to mix a British curiosity cabinet with a rich interior from Cuba or Italy. The goal was to create a contrast between Dunwall (location of the first Dishonored game) and Karnaca (primary location of Dishonored 2) in terms of tone and lighting.
?? I think he died in the first game.
From the gritty streets of Dunwall to the shimmering opulence of Karnaca, every level in Dishonored 2 is a puzzle waiting for you to solve. Watch as both Emily Kaldwin and Corvo Attano showcase a few of the seemingly limitless creative combinations of their supernatural abilities, weapons and gadgets to dispatch their enemies. If you plan on facing your foes head-on, you may find some inspiration here.
Reprise your role as a supernatural assassin in Dishonored 2. Play your way in a world where mysticism and industry collide. Will you choose to take on the role of Empress Emily Kaldwin or the royal protector, Corvo Attano? Will you make your way through the game unseen, make full use of its brutal combat system, or use a blend of both? How will you combine your character’s unique set of powers, weapons and gadgets to eliminate your enemies? The story responds to your choices, leading to intriguing outcomes, as you play through each of the game’s hand-crafted missions.
I thought Delilah got sucked into painting.