Brink gets fantastic-looking art and dev diary

Friday, 5th March 2010 10:43 GMT By Johnny Cullen

Brink 2

Bethesda’s published some superb Brink artwork alongside a new dev diary on the game’s narrative.

Senior game designer Ed Stern dropped the new stuff on the BethBlog, revealing how developer Splash Damage came up with a new design goal known as “Instant, Deep, Complex,” or IDC.

“Basically it’s the old axiom ‘Show, don’t Tell’,” said Stern.

“If we get IDC right, then when the player looks at a game asset they immediately and intuitively grasp where they are (that’s the “Instant” part).

“And the more they look at the assets, the more the cumulative narrative detail builds up, and the more they see how the game world works and how it came to be that way (that’ll be the “Deep”).”

The producer also reveals the inspiration for the Ark, a floating city gone badly wrong.

“After having spent a lot of time reading Geoff Manaugh’s brilliant architecture/futurism/infrastructure website bldblog and researching the sci-fi towers of the Burj Al Arab hotel, the Masdar Initiative, the buildings of Santiago Calatrava, Paolo Soleri’s visionary (and unfinished) Arcosanti, Patrick Salsbury’s Oceana and the Shimizu Pyramid, it became clear that some sort of seagoing eco-city would give us everything we wanted.

“It was familiar enough to draw on zeitgeist-ish current concerns, but distant enough in time and space that players wouldn’t have seen it before. We’d be building a location that was a constructed, confected place with plenty of geometry suitable for gameplay. Like any city, it would be a place where many stories could occur, but it would also have its own creation story,” he further added.

Brink was apparently dated last weekend for a release on September 7, but Bethesda told VG247 on Monday that the date was purely “speculative”.

Instead, the firm only confirmed the shooter would be out in the fall for PS3, 360 and PC.



  1. pheaton360

    Looks like Halo+Gears+Mirrors Edge Combo wich is great! :) Looking forward to this game! ;)

    #1 5 years ago
  2. mington

    rusted corrugated storage container shanty towns doesn’t interest me, hopefully thats just one level and not half the game

    #2 5 years ago
  3. Magicpocket

    There’s big artworks of lush white and blue futuristic cities…. :/

    @Johnny – Is Ed the game designer or the producer? You mention both. Not that it really matters too much, but would be cool to know if this is the guy with the ideas, or the guy helping to put them all together and released on time.

    #3 5 years ago
  4. mington

    pictures 3 and 5 = rusted corrugated storage container shanty town

    the games concept is (from what i have gathered): rich people live in nice futuristic town, poor people with guns live in rusted shanty town, poor people fight with guns in rusted shanty town to get to nice futuristic town

    all i’m saying is, the less time spent in rusted corrugated storage container shanty town the better

    #4 5 years ago
  5. Magicpocket

    My understanding is that you can choose to play from either the Rich people’s side (Security) against the ‘terrorists’ or play from Poor people’s side (Resistance) against the ‘fascists’.

    #5 5 years ago
  6. Patrick Garratt

    @5 – That’s right, yep.

    #6 5 years ago
  7. mington

    i’m rich i make the poor people cry

    mc chris innit :P

    #7 5 years ago
  8. mington

    mc chris rules!

    #8 5 years ago

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