Set design in Dishonored 2

United States, 2016

Courtesy Arkane Studios

Object

The jungle bordering Karnaca is reclaiming the city. Weeds sprout from concrete and trees grow through buildings sprawled with ominous graffiti, a sign of the unrest simmering beneath the sun-soaked surface. The setting of Dishonored 2 is a lived environment.   

Creators Arkane Studios combined 500 years of fictional history with real-world inspirations like Barcelona, Los Angeles and Havana when they were designing Karnaca. Visual artists were hired to conceptualise, texture and colour the world, which helped define the bustling city and its distinct characters and locations. Players sneak through its alleyways, traverse its rooftops and strike from its shadows as Emily Kaldwin or Corvo Attano – assassins trying to topple a pretender to the city’s throne.

Curator Notes

Arkane Studios Lyon were presented with an interesting opportunity when they began creating a sequel to the smash-hit stealth-action videogame Dishonored (2012). The original was set in the dense industrial city of Dunwall at the heart of an empire, and art director Sébastian Mitton saw the opportunity to show players the rest of the world.

He and the Arkane Studios team began to sketch out the island city of Karnaca – “the jewel of the south at the edge of the world.” Mitton believes strongly in hiring fine artists and visual artists to create the concept art for a game, infusing Dishonored 2 with a painterly quality, against the general trend for photorealism in major contemporary videogames. Sculptor Lucie Minnie was hired to create character busts in clay, which were then translated into digital forms. To inform the main characters’ neo-Victorian outfits, Arkane worked with fashion designer Maya Hansen, who has previously made garments for Kylie Jenner and Lady Gaga, among others.

This concept art was created alongside the narrative details of Karnaca. Arkane tracked centuries of waves of fictional immigration and worked out how these would have influenced different eras of architecture and social structure in different areas of the city.

Every aspect of Karnaca has been thought through, supporting Dishonored 2’s immersive gameplay and environmental storytelling. This relation between worldbuilding and gameplay can be seen in the Dust District. Arkane realised that the nearby silver mine sits upwind of this area, and so dust from the mine would regularly blow through the streets. This changes the gameplay in the Dust District, as players can use the lack of visibility to their advantage to sneak past the guards.

– Jim Fishwick

Creating Karnaca

How are these works connected?

Explore this constellation

Related articles

Related works

Content notification

Our collection comprises over 40,000 moving image works, acquired and catalogued between the 1940s and early 2000s. As a result, some items may reflect outdated, offensive and possibly harmful views and opinions. ACMI is working to identify and redress such usages.

Learn more about our collection and our collection policy here. If you come across harmful content on our website that you would like to report, let us know.

Collection

Not in ACMI's collection

Previously on display

11 August 2022

ACMI: Gallery 1

Credits

production company

Arkane Studios

Production places
United States
Production dates
2016

Collection metadata

ACMI Identifier

Curatorial section

The Story of the Moving Image → Moving Worlds → MW-02. Set Design → MW-02-C02

Collected

45149 times

Please note: this archive is an ongoing body of work. Sometimes the credit information (director, year etc) isn’t available so these fields may be left blank; we are progressively filling these in with further research.

Cite this work on Wikipedia

If you would like to cite this item, please use the following template: {{cite web |url=https://acmi.net.au/works/100859--set-design-in-dishonored-2/ |title=Set design in Dishonored 2 |author=Australian Centre for the Moving Image |access-date=14 November 2024 |publisher=Australian Centre for the Moving Image}}