HowFumitoUeda,Mirror’sEdgeandBlame!influencedMotorslice'ssurrealindustrialworld.
HowFumitoUeda,Mirror’sEdgeandBlame!influencedMotorslice'ssurrealindustrialworld.

In this interview, Luqui breaks down how readability survives at high speed, why brutalism became both an aesthetic and production strategy, and how an interconnected world was painstakingly built as a single continuous space (that last one surprised me in its scope).

Fumito Ueda's games were a huge inspiration, particularly in how his games achieve this desolate vibe with a huge sense of scale and solitude. Mirror's Edge has timeless art direction that’s used for both gameplay purposes to guide the player and to create a striking and unique atmosphere. Brutalism architecture takes a huge part as well, which I will explain later on. Besides that, Blame! is an indirect inspiration. I was not objectively trying to replicate Blame, but when you’re trying to make a megastructure work, this is inevitable to some degree.