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"We wanted to create a world that was rich with tiny details, and create a space that felt grand because the character was so small, and so far away. The scale also helped enforce some of the main ideas found in game: the tiny wanderer players control is highly capable, but very fragile. Their time on The Isle is short and fleeting, one false move away from permanent death. The art style and scale help evoke this feeling of loneliness and vulnerability: The wanderer feels far away from the player, and the environments feel vast and intimidating by comparison."

Kris Piotrowski - Creative Director, Below

  • 59 notes
  • 1 month ago
  • Jun 11, 2014
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