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Ta en titt på modet i Dishonored 2

Bethesda har släppt ny konceptkonst som visar modet i Dishonored 2 och de har pratat noggrant om vad som går in i arbetet med att designa kläder för spelet. Bethesda säger att "before creating…
Oliver Thulin 8 november 2016

Bethesda har släppt ny konceptkonst som visar modet i Dishonored 2 och de har pratat noggrant om vad som går in i arbetet med att designa kläder för spelet.

Bethesda säger att "before creating the fashion itself, we think about the characters: their age, their origins, their background, their functions. We still stay true to the design we created for the original Dishonored - retaining that Victorian flavor, although adapted to a southern country, with lighter fabrics and colors - but a character's origin, background, position in society, position within a faction... that's what we have in mind when we start a new concept."

"Part of the style in Dishonored's world is the result of the junction between two distant periods, both of which carry their own expertise, tools, and materials. There are signs of an industrial revolution that hasn't been fully realised. Everything is at a prototype stage, and that allows us to experiment with unique clothing designs in terms of techniques and looks. As a result, we have the chance to explore and craft things we never expected."

Det finns olika former av inspirationskällor för teamet när det kom till detta. "For Dishonored 2 we used different sources to add a touch of southern style to our classical Victorian designs. For example, Burberry is a good example of British tailoring culture and expertise. The house, which crafted the first gabardine in 1879, still innovates with unexpected techniques to help the owner of a blazer feel free in every movement. Form and function, plus technique!"

"We also have references from pulp culture. For example, master illustrator J.C. Leyendecker drew thousands of figures with great attention to the silhouette of the characters. He showed a unique mastery of how a fabric generates folds due to its weight and thickness. So, based on the morphology of the character we create, the costume will react differently than if worn by another character with a different anatomy. We think like real dressmakers, from the silhouette and cut we want, to the shape of the folds and even the outline of a cuff."

"Time period is important too. In Dishonored 2, just as they would in our past, aristocrats keep their layers of clothes on; shirt, vest, and jacket, even if the heat is unbearable. The working class will remove their shirt and show marks of the sun on their body."

"In Dishonored 2 we have more factions and social classes, which gave us the opportunity to experience a wider variety of looks. The skin is more visible and some workers are shirtless, which adds more depth to the world and more visual storytelling. This is why we spent time studying anatomy, from workers to aristocrats. Even if two characters are wearing aristocratic clothes, you can guess which one was born with a silver spoon in the mouth - the difference between Jindosh and Stilton is a good example here. We believe that the body tells a lot."

Bethesda pratade också om designval för varje karaktär specifikt. Emily Kaldwin, exempelvis, är både en kejsarinna och äventyrssökerska och ett fotografi av Ruby Aldridge från modeshowen Céline Fall 2011 inspirerade art director Sébastien Mitton då "her beauty and her unsettling gaze drove the first concept art for Emily. In addition, the work of Jona on InAisce inspired him on the technical side of crafting jackets, while also paying attention to the distinctive line and harmony when different materials are married together."

Sist men inte minst designades Corvos kostym när det första spelet planerades att utspela sig i 1600-talets London, men denna gången ville Bethesda göra honom mer cool, mer badass med fokus på form siluett och hållning.

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