“We all think we know , we all think we can design for , because it has been so ingrained in us. We’ve been watching movies, watching TV shows, reading books, reading comics. But in fact, when you actually try to design things for the first time, it’s very scary,” Cloe Hammoud, Associate World Director, said of designing .

Over the last few years, Ubisoft’s Massive Entertainment team has immersed themselves into the world of , engaging with all forms of media to craft an authentic new story in this well-loved universe. Throughout it all, the team has been guided by an understanding that the world of is vast and filled with intricacies, yet grounded by reality, and familiar design principles. How began Design work on began with the classic concept artwork of Ralph McQuarrie, most known for his retro-futuristic style and sweeping landscapes.

It was a touchpoint to build upon, as the team dove deeply into these iconic images, and even further, to their original inspirations: Japanese samurai films and Western gunslinger tales. Massive wanted to share the same cinematic principles that elevated and allowed it to grasp at longevity. The iconography of the franchise remains striking and evocative decades later, and the team understood this reverence began with basic design rules.

The primary guiding principle for the team was that focussed 80% on the familiar, and only 20% on the alien. Going can actually alienate or frighten audiences, but with a grounding in the familia.