And that's why we look to what already exists and then predict how it might be in the next five, then ten, then twenty, then thirty years. So if we're trying to invent all of these things from the top of our heads, it'd be a mess. So you have to be an urbanist, an architect, a plumber, a graphic artist, an interior director, a fashion designer - we're none of these things! We're game designers, even the artists are artists specifically for games. Often what I say is that when you design a world like this, you have to wear many hats that don't belong to your specific profession. A lot of what we did with augmentation design in HR is actually starting to happen people are working on these beautiful sculptural prosthetics, whether they're athletes or war veterans, and some of this can be made through 3D printing. Eventually you come to understand how things might be in 20 or 30 years. If you analyse how things are manufactured and how industrial design functions, and how architecture functions and how things are put together, you start to see patterns. Always start with something that exists for real. My motto is never to invent anything off the top of your head. What we're doing with Deus Ex is futuristic anticipation - we analyse the processes of how these things happen in real life. They left most of the structure from the old days but there are all these new materials. Just like today, here in Montreal, down the street there is a theatre, around a hundred years old, and recently they renovated the facade. It's not 3,000 years in the future, nothing should be completely unrecognisable yet, the world hasn't been erased and rebuilt. Dvali has some of that juxtaposition but the entire thought process you described is continuous in every aspect of a game like Deus Ex. Jacques-Belletête: Well, that's one of the big challenges of our game. What is the research process and how does an area take shape? That's such a huge part of what you did with Human Revolution and are now doing in Mankind Divided. RPS: I find it fascinating when a film or game takes a real place and the design team have the task of grafting new or different elements onto the existing architecture. Along the way we learned about content cut from Human Revolution, the places that Deus Ex is going next and why Jacques-Belletête believes that India could be a perfect cyberpunk setting. We spoke to him about collaborative storytelling, fashion, architecture and graphic design. When we visited the studio to play the game earlier this month, we also spent time talking to two of the brains behind the game about the inspirations and processes that go into this bleak vision of the future.įirst up, here's Jonathan Jacques-Belletête, executive art director at the studio. Deus Ex: Mankind Divided is already looking like a worthy follow-up to Human Revolution as well as an inventive prequel to Ion Storm's original cyberpunk classic.
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