Creative Bloq

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.