Immortals Fenyx Rising is a new IP from Ubisoft Quebec. Set in the world of Greek mythology itself and not just a world with Greek mythology, the open-world action-adventure RPG is a sharp departure from Ubisoft’s hyperrealistic worlds of its existing franchises. We got the chance to speak with Thierry Dansereau, the game’s Art Director about bringing the world of Immortals Fenyx Rising to life.
Thierry Dansereau takes the time to break down the reason why Immortals Fenyx Risings is vastly different from the other titles in the Ubisoft catalog of games. He talks about the color palette and how it works with the stylized animation and creation of the world. Additionally, he explains the process of designing the creatures of the world which involved a lot of focus on the silhouettes.
But that’s not all. One of the most beautiful and wondrous elements of the game is its scale. When traveling across the different zones, the scale is vast and open but when you’re scouting out the area from one of the top of one of the statues, you can see it nearly all at once. Thierry Dansereau dives into the difficulty of balancing seeing everything at once, while also using different environments to allow for unseen depth at the same time.
Finally, he breaks down the details of how each area resembles the gods that they house. While representing Aphrodite or Ares, deities that the majority of people are familiar with, we get the chance to hear about how the art team was able to bring Athena and Hephaistus to life in their lands.
Click play on the audio player above to listen to the full interview with Thierry Dansereau.
Kate is co-founder, EIC, and CCO of BWT. She’s also a Certified Rotten Tomatoes Critic, host, and creator of our flagship podcast, But Why Tho? and Did You Have To?. She also manages all PR relationships for comics, manga, film, TV, and anime. She has an MA in Cultural Anthropology and Religious Studies focusing on how pop culture impacts society.