![]() ![]() Parallax always gives you constantly shifting shadows and points of view on the room."Įarly in the game, the Engine Room showcases this sensory intensity the space is enshrouded with fog, with strange shapes and shadows cast by the gut-like pipes and aggressive geometry of the space. "The basic thing was to get parallax everywhere we could. "I would carve into the negative space to create lots of claustrophobic 90-degree bends, silhouettes and basically anything I could do to fuck with your head while you were moving through the space," he says. Soon after this, Ben took a lead role in crafting details into the Ishimura. ![]() "I was like, 'It's a little on the nose, you know?' So the ship wants to kill you? No shit, there's bleeding fangs sticking out of the walls!" ![]() "When making the prototype for the original Xbox, we built some corridors and areas of the Ishimura, and it looked like the walls were made out of chainsaws and claws and stuff," Ben recalls. The signage was inspired by Japanese subway signs, since they also are helping people through a labyrinth environment."īut the Ishimura wasn't always such a gracefully gloomy space. "The light fixtures were based on dentist's lights, which have a lot of uncomfortable and scary connotations. "It was a mashup of gothic cathedral and offshore oil rig-both are huge in scale and deconstructed, with their guts clearly visible," he tells me. There's a harsh texture to this ship, which seems to groan and breathe with mechanical menace.Īrt director Ian Milham fills me in on the associations and inspirations for the Ishimura. But playing it on PC today, those uninviting ridges of the ship's exterior look like they could skewer a meteor, and your eyes are drawn to the eerie shadows lingering in distant corners of larger spaces. At a time when 1080p wasn't yet the norm on most displays, the fine architecture of the Ishimura got a little lost amidst the jagged antialiasing and murky resolutions. ![]()
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