![]() ![]() "We wanted to push a visual familiarity between the two," Gambouz says. This was intentional, so you'd associate them together. This image shows the light coming in from the window and various reflections from crystals to the walls to support that.Įlise has a similar color palette to Arno, which is focused on blues. "We wanted to invest many resources on the light and to make it show on new-gen," Gambouz notes. The poor and rich people." Gambouz says outside you feel the oppressive atmosphere, but when you step inside buildings you will often go through lavish structures. "We really wanted to convey the richness of the materials and the colors to make a big contrast with the exterior," Gambouz says. This shot was done exclusively for the area that Ubisoft presented during E3 2014. Gambouz jokes that they had some resistance to the gargoyles because of Batman, but it was true to the era. "These are the only two aspects that has saturated colors," Gambouz says. "That's why you see the smoke blending in with the sky and that's something that's very characteristic to many paintings that depicted that era." Again, colors were used widely to make sure that only the important things were front-and-center, like the flag and the fire. "I really wanted a thick and heavy atmosphere," Gambouz says. They purposely wanted aggressiveness in the shapes, so you'll notice a lot of spike-y images, like roofs and towers in the distance. "We didn't know the scope or the size, but we were sure was about the Assassins and Revolution," Gambouz says. This was one of the first iconic images Ubisoft created for Unity. ![]() "The architecture is well structured, so you feel less chaos." Something that hadn't yet been impacted by the revolution fully," Gambouz says. "We wanted something happier, more village-like. The team chose to focus on letting the vegetation showcase its liveliness. The picture above illustrates the beauty of Paris before it was full of massacre. "We wanted to have an aggressive image with an aggressive atmosphere," says art director Mohammed Gambouz. This was to highlight the revolutionary conflicts and the brutality of the era. They focused on only using colors on the important things, like the dead bodies and flag. The was one of the earlier concepts the team produced. Note: Click on images to see full-sized versions. We sat down with art director Mohammed Gambouz for some insight into the process and what he wanted to convey with the concept art to further understand the goals and ideas behind Unity. ![]() The French Revolution drove much of its initial art and introduced some of the important conflicts the writers wanted to explore. These ideas often give birth to even more creative implementations. Establishing the themes and mood for games in concept art is essential. ![]()
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