From the very inception of the world that would come to be known as Luna Abyss, there has always been a clear vision. Bonsai Collective’s Art Director Harry Corr, and Creative Director Benni Hill, set out with a grab bag of influences and a set of aesthetic and narrative waypoints which underpinned the worldbuilding in its early stages. That vision remains integral to the game we have created.
Caption: Tsutomu Nihei’s Blame! was a major influence on our art style and level design
Building the world of Luna Abyss has been a process of extrapolation – building outwards from carefully defined core concepts, expressed in early level blockouts and key narrative beats, a core cast of characters to bring those beats to life. All good construction needs a solid foundation; ours was a sprawling brutalist megastructure, a sky within a moon, sufficiently strange as to pique the imagination. How did we get here? Where is here? These are the questions our protagonist asks, and who better to answer than an omnipresent disembodied head…?
Caption: Beyond the decaying halls of Sorrow’s Canyon lies a vast alien landscape for Fawkes to navigate.
So how do you take something as vast as an alien moon and scale it down enough to understand where your characters fit, and how best to tell their story?
“We started with the cell,” says Lenny Ilett, a character designer at Bonsai Collective. “The game revolves around the axis of the cell, so it was pretty important to define those characters in the cell so we have something to work from.” For our primary characters – protagonist Fawkes, and their prison warden Aylin – the cell is the site of their most important interactions. It’s also a space of transition, literally and narratively –
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