Designing the environments of Too Human went through many styles and ideas since its first inception. One of the concerns when designing for a science fiction themed work is not too alienate the player with ungrounded concepts that are too "sci-fi" and detached. Giving your audience reference points such as familiar shapes, conventions and symbols grants your vision a layer of believability. The design principle "Form Follows Function " is a good starting point for conceptualizing your work followed by thoughtful reiterations. If designing architecture in the real world one wants to transcend the rational building process to create a work of art. The same holds true for our approach in designing the visuals in video games but at the same time provides the environment to facilitate gameplay and tell the all important story which is driving all of this design and conceptualization.
The action-RPG by now-defunct Silicon Knights is now free for Xbox gamers! Check out the Too Human free direct download link with armor sets here.
Fun fact: I'm one of five people to have completed Too Human and actually liked it. It should be noted that the other four ended up in mental institutions....sadly.
I liked this game. It has it's flaws but the story and mechanics are pretty good. It still holds up today.
He worked in the game industry since the early ‘90s
Oh sad to say not that familiar with this man's work but RIP to this individual, his music must have been amazing.
Very sad news, I really enjoy the Eternal Darkness and Blood Omen soundtracks, masterpieces.