The deserts of Arrakis seem endless, its storms like mythical tidal waves that rise into the sky to blot out the sun and destroy all in its path. Dune is a universe that thrives on its epic sense of scale. However, we’ve had to balance the large, open spaces with making a game space that is fun to traverse and play in.įrom the get-go we knew that the world had to be really huge. This is where the books become a stronger and essential influence, giving us so much variety and detail through its descriptions and map.Ī notable theme from the movie that we’ve adopted is the brutalist architecture and large open spaces, which we feel suits the Dune universe so well. For example, the Dune in the movie shows no natural vegetation whatsoever, which is not the case for our Dune. The game requires us to go further yet and adopt a more global view of the planet. The movie is of course a strong visual reference for many iconic aspects of the universe, like the Ornithopter or the sandworm. Having said that, we draw from everything, including the most recent movie by Villeneuve, and even various real-life locations like the Oregon Dunes, the southern deserts of the USA, Wadi Rum, the Acacus Mountains, Tassili n’Ajjer, Ennedi, and even planet Mars. Our main source is the books, principally the ones written by Frank Herbert. Dune is a universe so rich that we’re spoilt for sources of inspiration.
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