DYLING LIGHT 2: KEY ART

The original Dying Light was an unlikely landmark. It was a fresh concoction of parkour, zombie-ridden ultraviolence, Vaas-esque villains and a deeply disquieting game mechanic that had scrambling in panic, dodging menacing undead over the corrugate rust of shanty-town roof-tops. This was certainly a distinctive experience. Generous spatters of DLC solidified its status as a big hit, (a bludgeon, if you will), but fans were hungry for more.



We were thrilled to hear that Techland had the sequel in the works- and that they wanted to collaborate on a vision for the key arts needed for the big, annual expos.



Dying Light 2 promises more of what the fans thirsted plus hordes of new ideas. Far richer societal mechanics, both in plot and gameplay combined with a brand new setting meant there were plenty of nuances that had to be pronounced. We set about creating a series of possible directions and concepts that were on trend and atmospheric whilst balancing the familiar with the intriguing.