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Posted by mjw149
 - Today at 13:41:43
Great art and architecture are made within interesting constraints. That's why there are different mediums and why FallingWater is so famous. I think it's fantastic to hear this and it was one of the few games with an interesting premise and look at that time.
Posted by Redaktion
 - Today at 06:38:52
Developers of the 2008 parkour classic Mirror's Edge reveal that its now-iconic sterile white aesthetic emerged as a practical solution to severe motion sickness caused by early, gritty prototype environments. By stripping detail and using bold color accents for navigation, the team transformed a generic Unreal-style city into a distinctive visual identity that balanced style with player comfort.

https://www.notebookcheck.net/Devs-Mirror-s-Edge-s-clean-white-city-a-practical-fix-not-a-pure-artistic-vision.1208014.0.html