With A.I. art increasingly accessible, I imagine we’ll see a lot more of this kind of art. Abstraction is a great way to mask a lack of focus. But that’s not what these are – they ooze intention. A quiet confidence that when it works, works.
Rostov is just one member of ZU/UM, the collective that made Disco. Thanks to the success it was, they put out the aforementioned art book where they detailed it’s creation. There’s a great passion that comes through as they talk about their inspirations and a seeming honesty in the blunt manner they speak to technical and business decisions. There’s a purity in that the game spun out of their teenage dnd homebrew’d world.
It altogether makes it utterly painful to hear that the collective’s leads were all involuntarily kicked of the company built around making a sequel in that world. It always sucks when people responsible for great work have to waste time in litigation vs. making cool shit. I look forward to whatever comes out of em’ wherever they go.
Finishing this game and reading about it’s creation is partly what led to this series. Besides a natural predilection towards being open about how sausage is made, I liked the honesty about their inspirations. I’m not about to become a renaissance painter – unless I’m Groundhog Day’ed – but this inspires the hell out of me. And maybe, in some ways, you’ll see the strokes of that down the road.
Til next month,
– D.M.
Jan.31, 2023