

Characters can go insane, turn on one another, and give up entirely. Players take control of four party members at any time, and the whole premise of the game is to challenge you with how far you can delve into a dungeon before your party members start to become both physically and mentally strained. “Dark, somber, uncompromising, difficult, and worn - all of these things come to mind when looking at a screenshot, and are reinforced by the play experience.” “The art style is crucial because at a glance, it conveys the essence of the game,” writes Bourassa when I speak to him. But while great art design complements said games, it’s the focal point in Darkest Dungeon. The same goes for Dishonored the enemy and world design are distinct and surprising, and add layers of satisfaction to the overall experience. For example, Rapture in Bioshock 1 and 2 are captivating not because the games are technical powerhouses, but because they sport an aesthetic that is able to draw people in.


I spoke to Darkest Dungeon's creative director Chris Bourassa to find out how they created an art style that would unify the entire game.Īrt design has always been a valuable aspect of any video game. Actually, it would fail miserably at everything it attempts to do otherwise, from the storytelling to the mechanics. Developer Red Hook Studios’ Darkest Dungeon - a brooding, and sadistic take on roguelike RPGs - wouldn’t work without its gorgeous art design.
