DYLING LIGHT 2: KEY ART
The original Dying Light was an unlikely landmark. It was a fresh concoction of parkour, zombie-ridden ultraviolence, Vaas-esque villains and a deeply disquieting game mechanic that had scrambling in panic, dodging menacing undead over the corrugate rust of shanty-town roof-tops. This was certainly a distinctive experience. Generous spatters of DLC solidified its status as a big hit, (a bludgeon, if you will), but fans were hungry for more.
We were thrilled to hear that Techland had the sequel in the works- and that they wanted to collaborate on a vision for the key arts needed for the big, annual expos.
Dying Light 2 promises more of what the fans thirsted plus hordes of new ideas. Far richer societal mechanics, both in plot and gameplay combined with a brand new setting meant there were plenty of nuances that had to be pronounced. We set about creating a series of possible directions and concepts that were on trend and atmospheric whilst balancing the familiar with the intriguing.
We set about creating a series of possible directions and concepts that were on trend and atmospheric whilst balancing the familiar with the intriguing.
From our original boards we began to develop more substantiated routes and themes, as well as how they could be presented in the composition of the art- including how that translated on to the box.