Deus Ex: Human Revolution Fan-powered Q&A, Continued

Since last time we checked the team at Eidos Montreal has posted even more answers to fan questions on their Tumblr account, on subjects such as the reasons for the color scheme change in the DLC, their inspirations for the game’s art and more. Here’s a couple of answers:

Why did you remove the black, yellow theme in the DLC? Is there a change in the message or tone?

JJB says:

(We wanted to create a bit of a break from the main game. Create a slight disconnection in order to separate the two. The black and gold is still definitely there in the DLC, but there’s less of it. The idea behind this is that Adam kinda threads off course for a little while, almost into another main mission or story that is less connected to the main game; it’s slightly stand alone-ish. And to support this message and effect, we decided to part away from the main game’s color palette a bit in order to represent this concept that Adam is straying off course, that he is losing precious time. Also, but that’s a secret between you and me, I wanted to let the art team forget about the black and gold for a little while. Give them a bit of a color spectrum breather you know ;))

Where did you guys find the inspiration for the Panchea? It’s an immense building project in the game, and the official goals of the project is rooted in actual science but I’m curious as to what made you pick that specific “solution” to global warming and how you came to think of the ring/hole to the ocean floor design.

JF says:

(When we brainstormed for locations, JJB (art director) really pushed to have a hole in the middle of the ocean. We thought it was kinda cool so when went forward with it. We retro-fitted the in-world justification of that structure after with real scientific foundations.)

I think you did a great job of connecting the original Deus Ex together with Human Revolution, whilst creating a fully developed, original visual style that is not only striking to look at, but is effectively connected to the game mechanics and ensuring immersion. Are there any contemporary artists or architects in particular that inspired the art direction for the game?

JJB says:

(Absolutely. Here’s a short list for you:

– Zaha Hadid

– Gareth Pugh

– Alexander McQueen

– Izmojuki

– Yoji Shinkawa

– Arie Van Herpen

– Issey Miyake

– Liam Gillick

– Tsutomu Nihei

– Andrew Loomis

– Alvar Aalto

– Tommie Wilhelmsen

– Damien Hirst)

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