Marvel's Midnight Suns - The Art of the Game - Paul Davies - E-Book

Marvel's Midnight Suns - The Art of the Game E-Book

Paul Davies

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Official art book of the Marvel's Midnight Suns video game, packed with interviews with the creative team behind the game, as well as stunning concept art created during the development process.When the demonic Lilith and her fearsome horde unite with the evil armies of Hydra, it's time to unleash Marvel's dark side. As The Hunter, your mission is to lead an unlikely team of seasoned Super Heroes and dangerous supernatural warriors to victory. Can legends such as Doctor Strange, Iron Man, and Blade put aside their differences in the face of a growing apocalyptic threat? If you're going to save the world, you'll have to forge alliances and lead the team into battle as the legendary Midnight Suns—Earth's last line of defence against the underworld.Marvel's Midnight Suns – The Art of the Game captures the creative process of this much-anticipated game. The exclusive concept art and in-game renderings created by the talented development team—creating the game in collaboration with Marvel—are shown in glorious detail in this lush, hardback volume. Characters, locations, gadgets, weapons, monsters, enemies, and much more are all accompanied by unique insights from the artists and developers behind the game. So step into the world of Marvel's Midnight Suns – and rise up against the darkness!

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MARVEL’S MIDNIGHT SUNS – THE ART OF THE GAME
ISBN: 9781789097733
E-BOOK ISBN: 9781803360867
Published byTitan BooksA division of Titan Publishing Group Ltd144 Southwark StLondonSE1 0UP
First edition: March 202310 9 8 7 6 5 4 3 2 1
© 2023 MARVEL
FOR MARVEL GAMESAmanda Avila, Associate Manager, Integrated PlanningIsabel Hsu, Senior Manager, CreativeJoshua Singh, Art DirectorPeter Rosas, Senior Manager of Product Development & Project LeadTim Tsang, Executive Director, Product DevelopmentBill Rosemann, VP & Creative Director, Marvel GamesTim Hernandez, Vice President, Product DevelopmentHaluk Mentes, Senior Vice President, Business Development & Product StrategyJay Ong, Executive Vice President
FOR MARVEL PUBLISHINGJeff Youngquist, VP, Production and Special ProjectsSarah Singer, Associate Editor, Special ProjectsJeremy West, Manager, Licensed PublishingSven Larsen, VP, Licensed PublishingDavid Gabriel, SVP of Sales & Marketing, PublishingC.B. Cebulski, Editor in Chief
No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser.
A CIP catalogue record for this title is available from the British Library.
In loving memory of Mike Pasciullo. In everyroom he entered, he always brought light.
www.titanbooks.com
Did you enjoy this book? We love to hear from our readers. Please e-mail us at: [email protected] or write to Reader Feedback at the above address.
To receive advance information, news, competitions, and exclusive offers online, please sign up for the Titan newsletter on our website: www.titanbooks.com
TITANBOOKS
CONTENTS
Foreword: Bringing The Light
6
Introduction: Bringing The Energy
8
THE ABBEY
10
The Hunter
12
The Abbey
18
Blade
28
Ghost Rider
34
Nico Minoru
40
Magik
46
Caretaker
50
Charlie
52
The Abbey Grounds
54
Agatha & Ebony
62
Agatha’s Cottage
64
Lilith’s Garden
68
Shrines
70
NEW YORK CITY
72
Iron Man
74
Doctor Strange
80
Captain Marvel
86
Sanctum Sanctorum
92
Docks
98
Spider-Man
100
Venom
106
Fallen Scarlet Witch
108
Streets Of New York
110
New York Rooftops
112
Doctor Faustus
114
Crossbones
118
Hydra
120
AMERICAN SOUTHWEST
126
Johnny Blaze
128
Mesa Rosa Cemetery
130
Scarlet Witch
134
Wolverine
138
Sabretooth
142
Fallen Sabretooth
143
Quentin Carnival
144
Copperhead Canyon
148
Hydra Facility
150
Los Diablos Test Site
158
Occult Wilderness
160
Mephisto
162
Soulless
164
Limbo
166
Crossroads
168
TRANSIA
170
Captain America
172
Hulk
176
Fallen Hulk
178
Fallen Banner
179
Lilith
180
The Lilin
184
Lilith’s Tomb
188
Mountain Path
192
Transian Bridge Crossing
193
Old Red Skull Bunker
194
Hydra Landing Platform
195
Mount Wundagore
196
Temple Of Chthon
200
The Darkhold
206
Acknowledgments
208
BRINGING THE LIGHT
Love. That’s what is at the beating and bleeding heart(pun intended) of Marvel’s Midnight Suns. “Bill, what are youtalking about?” I can hear you saying. “This game is aboutmonsters and chains and swords and leather and fire andkicking demon butt!” And you’re not wrong! But hear me out.
The first day that the Marvel Games team met andbroke bread with Jake Solomon, Garth DeAngelis, DennisMoellers, Aaron Yamada-Hanff and the rest of theincredibly talented and inspiring creators at Firaxis (andeventually met up with the dedicated team at gamepublisher 2K), we knew something awesome was afoot.Maybe it was our shared admiration for each team andwhat they had brought to life in the past. Perhaps it wasour combined excitement for what we had the opportunityto unleash now. It definitely had to do with the fact thatnot only did we all love Marvel, but we also discoveredthat we independently revered “Rise of the Midnight Sons”,a nineties comic book supernatural event that Firaxissurprisingly wanted to resurrect and reimagine.
See, that’s the fuel that drives this flaming musclecar of a story: Firaxis’ love not only for games, but formaking them. For having the opportunity to live out thedreams they had as kids and teens. For the sheer factof being able to talk about and craft cool stuff, withthe hope that players would enjoy and share it with theglobal gaming community. For spending days, weeks,months, and even years brainstorming, dreaming,designing, and willing to digital life the adventure theycollectively conjured from the embers of pure passion.
And it’s this passion, this love—felt by both themakers and players of games—that I now want toimmortalize. See, there happened to be a True Believernamed Luke who not only loved Marvel, Firaxis, andgames, but also had a specific desire to play Marvel’sMidnight Suns. The only problem was, Luke’s battleagainst the true monster known as cancer had recentlytaken a tragic turn and he did not have many days left
on this earthly plane…and surely not enough to be withus when the game eventually launched. But that’s wherereal-life heroes jumped in.
Gail Jackson, CEO of Solving Kids Cancer UK, boldlyand tirelessly reached out to the worldwide gamingfamily, asking if anyone knew about this Midnight Sunsthing, and you (being the awesome humans that youare) got her in touch with—you guessed it—the finefolks at Firaxis and 2K. Over the next 72 hours, e-mailswere sent, plans were hatched, and in the wee hours ofSaturday morning, members of Firaxis and 2K and yourstruly were honored to Zoom with Luke and his family.And not only did we talk, laugh, and geek out, but 2K—specifically Asim Tanvir, social media manager at 2K’sLondon office, who journeyed to Luke’s home—arrangedfor Luke to play an in-development build of a nice sliceof the game!
And here’s the chewy center that’s at the core ofthis heavy metal experience. It wasn’t us who helpedLuke. It was Luke’s pure spirit and unstoppable joy thatstrengthened us. Faced with ultimate darkness, Lukebrought light. When pain pushed him down, Luke roseup. With despair creeping in like late-day shadows,Luke blasted back with happiness and appreciation.Most importantly, Luke brought love. And if Luke couldbe so brave, strong, and heroically positive, then surelywe could push through the isolation, uncertainty, andfear of the Covid pandemic (and all of the world’s dailyhorrors) to finish the quest and share Marvel’s MidnightSuns with all of you.
So yeah, this game is about fighting together andfacing our inner demons. But it’s also about love.Because at the end of the day, that’s all that’s going toget us all through the darkness and into the light.
Bill RosemannVP & Creative Director, Marvel Games
Artist: Piero Macgowan
6
Marvel’s MIDNIGHT SUNS The Art of the Game
7
BRINGING THE ENERGY
I always knew I wanted to be an artist, but it was shows like 1990sX-Men: The Animated Series that inspired me as a teenager to focuson animation. I wasn’t sure that was something you could get paid todo—but turns out it is! Many years later, when I found out that Firaxiswould be given an opportunity to work with Marvel, I couldn’t believeour fortune. The kid in me was beyond excited.
When I was promoted to art director of Marvel’s Midnight Suns, Iwas already familiar with just about every film and animation thatthe Marvel Universe had produced, and was in awe of the fantasticcharacters and storytelling. But I knew it was time to explore theorigins in comics. They are filled with character poses that havethis amazing energy and personality that I wanted to reproduce inour game. Simultaneously, I’d become fascinated by the powerfulanimated poses, stunning compositions, and dramatic battlesshowcased in Japanese anime. Like my teenage daughter and somany other young Americans who’ve recently discovered it, anime hadcaptured my imagination. I found similarities between the incredibleart of Marvel comics and anime, and strived to bring this energy toMarvel’s Midnight Suns. It’s been a joy to bring my family along on thisride of creative research, like when I read All-New Ghost Rider to myfourth-grade son.
As we partnered with Marvel to fully understand our Super Herocharacters’ histories and personalities, we took special interest inhighlighting their personal lights and darks—the powers that madethem strong and the flaws that held them in check—and used it in ourvisual concepts as well. It was important to us that we make the gameas visually dramatic as the art forms that have always shaped theMarvel stories. We were well aware that while we had a vast universeof cultural touchstones to build upon, we needed to present our
audience with something new as well. How to Draw Comics the MarvelWay had certain guideposts we could follow, but all of our artists—character and environment modelers, animators, FX artists, conceptartists—had to figure out what it meant to make a visual world forMarvel’s Midnight Suns that would be instantly recognizable to fans,but also be surprising and exciting. Our new character, the Hunter,a hero of both light and darkness, represents every player with aninternal struggle between good and evil that increases the depth ofthe gameplay experience.
We also knew that in the classic Marvel tradition, all of our heroesneeded to retain their humanity. Subtle character design tookprecedence over super-exaggerated musculature. The heroes neededto be both approachable and fun while relaxing in their home base,the Abbey, while remaining formidable powerhouses in battle. Thisbalance is what brings so much enjoyment to the characters of Marvel.My associate art directors, Aaron Yamada-Hanff and Steve Ogden,have been indispensable creative partners in achieving this conceptualbalance of seriousness and fun.
We all knew Marvel would accept nothing less than inspiredexcellence, and the fantastic team at Firaxis took on this new kind ofproject with a passion. Artistically, Marvel’s Midnight Suns has beena rewarding challenge. Embarking on this new adventure has taughtus all how to push forward a real, cohesive vision that explores thebest of games and storytelling: high drama, light and dark, and pureentertainment.
Dennis MoellersArt Director, Firaxis Games
RIGHT: Bringing a new kind ofenergy to Marvel.
OPPOSITE: Catching a break,Midnight Suns style.
This spread, artist: Seamas Gallagher
8
Marvel’s MIDNIGHT SUNS The Art of the Game
Artists: Andrew Griffin, Todd Broadwater, David Black, Nate Broach, Neal Jany
THE ABBEY
The HUNTER
With a biography that hails the character as a “legendary warrior” and“offspring of the mother of all demons”, the physical form and personalexpression of the Hunter varies across every mind’s eye. To claim the avataras their own, players may customise appearance, paying attention to hair,eyes, skin tone and gender. While the Hunter’s true identity is tantalizinglylaid bare through storylines, players earn costumes and armor to furtherdistinguish their perfect vision of a féted hero—attire is chosen largely forstyle and visual effects that emphasize powers.
Creative director of Marvel’s Midnight Suns, Jake Solomon, explains:“Heroes like Iron Man, Captain America, and Wolverine are establishedcharacters that have been developed and fleshed out over dozens of years,by dozens of creators, throughout multiple dimensions of time and space.The Hunter, on the other hand, comes into our game without that extensivehistory. Even Lilith has featured in very few Marvel properties, but we’re askingboth of these characters to stand on equal ground with heroes supported bygenerations of lore.”
One guiding principal unites all iterations of the Hunter: acknowledging thischild of Lilith, prophesied to be resurrected and fight against her. This applies