

There's insanity in some images evoking Edvard Munch's 'The Scream', or erratic use of colour akin to a Rothko. There's a constant sense of movement and change – jittery, unsure or as unbalanced as our cop can be. Disco Elysium at times deals with complex emotions, the central game mechanic is built on interacting with aspects of our hero cop's personality. "Eduardo Rubio, our lead animator, can really balance the knife's edge between a caricature of strong key poses and the subtlety of minute shifts in psychological stance." Painting a picture Communication was key between the animators and writers, they were all very aware of how awkward the characters could look from the game's isometric perspective. "I fear there's a ridiculous pile of videos of me throwing my fist with a slumped back, giving up on life and love once and for all," laughs Rostov. Some sequences, which we won't spoil, required some hefty storyboarding, whereas the general movement of characters came from filming natural body language. There are discarded newspapers flapping in the wind, hanging fabric, trees and cables swinging back and forth." These add to the motion implied through the hand-painted visuals which our minds animate without direction from the game.ĭespite the city of Revachol looking so distinctly different from our own world, much of the research for the characters was conducted in the art department office. "The world is populated with dried out piles of leaves from before Winter, unearthed from melting snow, gusts of wind blowing them around.

That said, Rostov is eager to have the player notice the surroundings also, tamping down the 3D aspects within the whole. The world of Disco Elysium gives off the feeling that it is literally living and breathing, and much of that is drawn through the characters and the smalles of gestures. "Lest the game feels like panning slowly over a JPEG," says Rostov. Because most of the environments are painted, they had to implement the 3D elements where needed cleverly. Striking that balance was something the art department was very aware of. Whereas the moribund alcoholics' images literally dissolve into sloppy brushwork," remarks Rostov.ĭisco Elysium is my game of the year because it made me care about a lost shoe (opens in new tab): How ZA/UM's debut turns human failure into 2019’s best RPG
Disco elysium art driver#
"There are little bits all over the game, like the truck driver portraits show as their driver's licence ID photos. Disco Elysium cleverly portrays its cast through changes in how they're physically depicted in the portraits beside their dialogue. Art, at its most basic, is about conveying emotion, allowing the artist to build a personality or scene which speaks to the viewer. Some will be noticed easily, like the swinging arm throwing a Boule or the drifting smoke of a cigarette in the dusk, others come not from animation but from subtle nuances in the stillness. The surreal art style is integral to carrying the characteristics of the cast.

The exaggerated movements accompany the tiny for every large loping run, there's a shuffling toe of a small girl outside a bookshop. In situations where the animation is significant, the text tries to counterbalance itself and not duplicate what you've just seen, but instead comments on it." "In fact, then it becomes better to use animation sparingly in order not to split the player's attention. "At that point, the player's attention is on the text, and you're more likely to forgive if the character stops animating in tandem with the dialogue," Rostov explains. ZA/UM could have conveyed all of this through the script, but it's the way that the words meet the animation and art that really helps sell the situation. The older men quickly become agitated that their game has been ruined, doing their best to make you feel guilty for plunging their leisurely activity into the water. Many will see him shot put the Boule into a nearby river, hefting his entire weight behind the ball, following through the toss, shoulders slumping as he realises his error. Following a certain path of dialogue allows the player to join the game and it's the stats chosen during character creation that will drive the actions taken when our cop picks up the Boule. There's an early moment in the game where you can choose to approach two older men playing Boules.
