Something I did to cool down after work today:
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Tag Archives: batman
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
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
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
Part 2 of this series. Again diving into semiotics and Batman Arkham City’s complex and effective visual language. This time dissecting the dark knight himself. Continue reading
An introduction to semiotics for game designers and artists, and a detailed analysis of Batman Arkham City’s complex and effective visual language. Continue reading
A couple of days ago, mouthwatering screenshots of Arkham City surfaced. Today I take a look at some of the screens and point out the really interesting bits, what they might mean for the upcoming game and some random trivia. Read more…











