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Necrophosis: A World in Your Head

What happens when an artist’s subconscious becomes your game world?

Necrophosis: Full Consciousness is a game that feels like it was designed entirely from the mind of its creator, Ares Dragonis. His inspiration draws on the eerie landscapes of Zdzisław Beksiński and the biomechanical designs of H.R. Giger, but he has crafted something uniquely his own.


Dragonis explains how his approach to cosmic horror is less about copying and more about creating a mysterious and cryptic world that feels vast and unknowable. The game’s environments are described as decaying relics where gods have become mere monuments, hinting at an ancient catastrophe far beyond human comprehension.


The process of designing the game is almost magical. Dragonis works from instinct, allowing his subconscious to guide him through creating a world that feels both horrifying and beautiful. He describes days spent hours in front of the PC, emerging with entire levels that seem to spill out naturally.


While Beksiński’s work forms the foundation of the game’s aesthetic, Dragonis has managed to integrate Giger’s influence without falling into mere homage. The result is a world where organic decay and architecture blend seamlessly, creating an atmosphere that feels both systemic and surreal.


The key to this balance lies in the way Dragonis approaches each piece individually, ensuring that while there is a cohesive visual style, every model remains unique. This approach allows for a rich, immersive experience that feels as if it exists beyond the game’s borders, truly living somewhere within the designer's mind.

Original source:  https://www.creativebloq.com/3d/video-game-design/it-feels-like-a-world-in-my-head-designing-the-decayed-cosmos-of-necrophosis
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