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Session Name:

World of Dishonored: Raising Dunwall


Viktor Antonov and Sebastien Mitton discuss the inspirations and challenges behind building Dishonored's new game world, and creating fiction through back-story and visual design. The pre-production process included high concept design work, visiting locations, studying urban experiences and European architecture design, and researching similar time periods. All elements are detailed in their process of adding Dunwall to the map of fantastic game worlds.

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  • GDC 2013
  • Sebastien Mitton
  • Arkane Studios
  • free content
  • Visual Arts
  • Visual Arts