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Otsuka: With all this freedom in the design process, and the concept artists differing styles, was there a need to unify all the designs?
However in areas which were composed of more traditional architecture, we had to spend a lot of time working on the finer details. Nakamura: In the early stages, I worked on the equipment for the warrior, the wanderer, the hunter and the bandit classes. Compared to the concepts in the Design Works book, DS3's in-game environments, especially, are too bright. As I mentioned earlier, each artist began with just a few simple "image words" and developed their designs from that. It's good that some have included many design variations, but many also come with just one design by itself.Unlike Hyrule Historia, which contained multiple interviews and tidbits to shed some more light on Zelda‘s massive universe, there aren’t a whole lot of extras here to augment your enjoyment of the Soulsseries. Of course, some things worked out better than others, but I think in the end we created something that wouldn't have been possible if we started from zero. Hatsuyama's original design was adjusted again and again, until we were looking form directly behind the character into the darkness.
Dark Souls II: Design Works features armor and weapon designs, character concepts, creatures, locations, rough sketches, an exclusive interview with the game's creators, and more!I’m imagining some future grandkids unearthing a whole shelf full of From Software art books in a cluttered storage unit. Sadly, a few areas are erroneously marked in the process to localize the book, like the case of the Mimic (a treasure chest monster) and the Serpent Mage, who are mismatched. But I also think the Painted World is place where someone who's being chased might go to escape, and she fits that description.