{"id":99636,"date":"2019-09-04T14:30:00","date_gmt":"2019-09-04T14:30:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/350054"},"modified":"2019-09-04T14:30:00","modified_gmt":"2019-09-04T14:30:00","slug":"how-remedy-harnessed-the-ethereal-beauty-of-brutalism-to-shape-control","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/09\/04\/how-remedy-harnessed-the-ethereal-beauty-of-brutalism-to-shape-control\/","title":{"rendered":"How Remedy harnessed the ethereal beauty of brutalism to shape Control"},"content":{"rendered":"<p>The folks over at <a href=\"https:\/\/www.eurogamer.net\/articles\/2019-09-03-remedys-control-is-built-on-concrete-foundations\">Eurogamer have posted a fascinating interview<\/a> with <em>Control<\/em> art director Janne Pulkkinen and world design director Stuart Macdonald that looks at how Remedy&#8217;s lynchian&nbsp;shooter uses brutalism to (rather literally) shape the game world and draw players in.<\/p>\n<p>The pair explain Remedy decided to have the game take place in The House, a giant monolithic structure comprised of concrete blocks and overwhelming sculptures that serves as the headquarters for the Federal Bureau of Control, because it evokes power, order, and crucially, mundanity.<\/p>\n<p>&#8220;The mundanity of the space is important, because 10 seconds later everything&#8217;s going to be trashed, and there&#8217;s going to be chaos. We play on that contrast,&#8221; explains Macdonald. &#8220;We&#8217;re using the scale and heaviness that comes from the idea of government bureaus and repetitive office life.&nbsp;<\/p>\n<p>&#8220;There&#8217;s that feeling everything&#8217;s safe if you can stick a label on it. There&#8217;s this human need to try to explain things, but the problem is that in this game you face a lot of things that are strange and unexplainable. There&#8217;s an interesting futility there.&#8221;<\/p>\n<p>On a technical level, having <em>Control<\/em> take place in what&#8217;s essentially a series of blocky rooms and corridors resulted in&nbsp;some interesting design challenges, and at times forced the dev team to abandon old habits in favor of letting the environment speak for itself.<\/p>\n<p>&#8220;To have these sculptural spaces takes really good lighting. Before, what would happen is you would end up [placing] loads of marks, water stains, cables and pipes all over the walls [to add]&nbsp;visual interest,&#8221; continues Macdonald.<\/p>\n<p>&#8220;But because of what we can do with our technology,&nbsp;we now have this freedom. We can be brave and have [bare] wall surfaces, and trust the lighting artists to give it all life. It was actually really interesting, trying to convince environmental artists to leave wall surfaces alone.&#8221;<\/p>\n<p>You can learn more about the inspiration and design choices behind<em> Control<\/em> by <a href=\"https:\/\/www.eurogamer.net\/articles\/2019-09-03-remedys-control-is-built-on-concrete-foundations\">checking out the full interview over on Eurogamer<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The folks over at Eurogamer have posted a fascinating interview with Control art director Janne Pulkkinen and world design director Stuart Macdonald that looks at how Remedy&#8217;s lynchian&nbsp;shooter uses brutalism to (rather literally) shape the game world and draw players in. The pair explain Remedy decided to have the game take place in The House, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":99637,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-99636","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/99636","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=99636"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/99636\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/99637"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=99636"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=99636"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=99636"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}