all images © DC comics and Warner entertainment, except otherwise stated.

Today, in part 5 of 6 of this series, we tackle Two Face. This character had relatively little screen time, especially without the Catwoman DLC gameplay. Still, Two Face serves as a great showcase of how character-driven environment design and cinematic design can round up a character design beyond the actual character model. Continue reading

all images © DC comics and Warner entertainment, except otherwise stated.

Today we talk about juxtaposition. And the Clown Prince of Gotham is the perfect case study to do it. We also dive deep, very deep, into what makes the Joker so compelling to modern audiences. Coulrophobia anyone? Continue reading

all images © DC Comics and Warner Entertainment, except otherwise stated.

Let’s talk environment design. In Part 3 we look at Gotham City and Arkham City, and check out semiotic principles applied to the creation of game worlds. We will explore the concept of believability in environment design and the concept of core narrative themes in storytelling.

We dive into the story and specific scenes from the game. So consider this a spoiler warning! Continue reading