The in-game intro of the game showcasing the style. From choice of locations, digital effects such as compression and CCD light streaking, to the ever present bloom of neons. Copyright IO Interactive
An unimpressive sketch I doodled while talking to the gamedirector about setting the game in Shanghai. Non flashy as it may be, it still prooved to be very close to the final game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Some early R&D shoving a rough version of the AD intention. To create a blisteringly real experience, as well as a unique and recognizable style through the use of badly compressed digital imagery. Copyright IO Interactive
Some early R&D shoving a rough version of the AD intention. To create a blisteringly real experience, as well as a unique and recognizable style through the use of badly compressed digital imagery. Copyright IO Interactive
Concept Art I made during the pre-production and production.
Copyright IO Interactive
Concept Art I made during the pre-production and production.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Select outtakes from the online press.
The in-game intro of the game showcasing the style. From choice of locations, digital effects such as compression and CCD light streaking, to the ever present bloom of neons. Copyright IO Interactive
An unimpressive sketch I doodled while talking to the gamedirector about setting the game in Shanghai. Non flashy as it may be, it still prooved to be very close to the final game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Select DV screenshots that inspired and helped define the final look of the game. Copyright IO Interactive
Some early R&D shoving a rough version of the AD intention. To create a blisteringly real experience, as well as a unique and recognizable style through the use of badly compressed digital imagery. Copyright IO Interactive
Some early R&D shoving a rough version of the AD intention. To create a blisteringly real experience, as well as a unique and recognizable style through the use of badly compressed digital imagery. Copyright IO Interactive
Concept Art I made during the pre-production and production.
Copyright IO Interactive
Concept Art I made during the pre-production and production.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Typical step-by-step process for detailed environment concepts based on a grey box level layout.
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Here I was experimenting on ways to get across the intensity of the ingame experience. This artwork is primarily made of older Kane & Lynch artwork done by talented colleagues: Balasz Kiss and Anders Poulsen
Copyright IO Interactive
Select outtakes from the online press.