Dead space like books3/9/2024 In Salvage, it was the claustrophobic madness of Benedykt Malyech as he knelt before the Marker and slowly changed. It could be a certain color scheme, or visual motif. I always try to find some key element of a design that pulls the whole project together, and will inform the look and feel of the book. Generally within the first few hours of reading the script I will start to get an idea of where I want to go, and then I will fill up my notebook with sketches and notes. Good luck finding anybody outside gamers to be that passionate about the new mythology. You have to play the games before you write that script, otherwise you are doomed. That is why games are so interesting to us, and why there is such a difficulty in adapting them to film. Knowing that even a film would fail to capture it. It is interesting to play in a universe and immerse yourself before you illustrate any of those characters in a graphic novel, knowing that sometimes you’re adapting an almost perfect story already. We know and remember those mythologies, and we look at those games as the perfect apex of what you could be immersed in, and any films as mostly poor adaptations of those games. Now, we have games that unfold, and stories that we can be a part of as we play.ĭead Space - and the games for the last ten or fifteen years - are becoming part of our collective consciousness. Before that, we had books and movies, but those fantasy and fictional worlds were very infrequently translated to film, which at the time were the apex of where you could go. Games are really the big franchises of our generation: the new mythology. Destructoid: What excites you most about working with the Dead Space IP?Ĭhristopher Shy: Well, the fact that I can be a small part of such an incredible franchise from its infancy, to start with.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |