Control Artbook
Developing content for an artbook based on Remedy Entertainment's Control requires a deep dive into its unique "Super-Brutalist" aesthetic and New Weird narrative. A comprehensive structure would mirror the official Art and Making of Control by Future Press , covering everything from initial concept sketches to detailed world-building. 1. The Vision: Conceptual Foundations The New Weird: Explore the inspirations behind the game’s tone—blending bureaucratic mundanity with reality-warping horror. The Duality of Order vs. Chaos: Visual representations of the FBC (order) clashing with the Hiss (chaos). Brutalism on Steroids: Concept art focused on the architectural style of the Oldest House, emphasizing hulking concrete structures and shifting geometry. 2. The Oldest House: Environment & Level Design Sector Highlights: Sketches and final renders for iconic areas like the Executive, Maintenance, and Research sectors. Shifting Spaces: Visual breakdowns of how rooms transform and rearrange in real-time. Prop Design & Signage: Meticulous details of FBC equipment, from retro-tech computers to specific bureaucratic signage and blueprints. 3. Characters & Entities Jesse Faden : Exploration of her design evolution, wardrobe, and the Director’s suit. The FBC Staff: Designs for Caspar Darling, Pope, and the Janitor (Ahti). The Hiss & Altered Items: Bestiary of corrupted enemies and the strange objects that anchor Altered World Events (AWEs). 4. Behind the Scenes: The Making Of Development Timeline: Insights from early ideas (like punch-card keycards) to the shipping version. Team Interviews: Conversations with Creative Director
Across nearly , the book documents the creative process behind the game and its expansions, The Foundation and AWE . It highlights several key narrative and design pillars: control artbook
This is not a coffee table book. This is a Director’s Handbook . It reveals that the chaos of the Hiss invasion is a thin veneer over a skeleton of rigorous, insane logic. It proves that the most terrifying monster isn't the one with tentacles—it’s the fluorescent light bulb that refuses to turn off, humming a tune that isn't quite music. Developing content for an artbook based on Remedy
If you are a fan of the game Control or brutalist architecture, It is widely considered one of the best video game art books of the last decade due to its unique subject matter (modern architecture/horror) and high production values. The Vision: Conceptual Foundations The New Weird: Explore
The book is written by (a veteran games journalist) with extensive input from Remedy’s art team, particularly Art Director Janne Pulkkinen .
Forget rolling green hills or neon-lit cyberpunk alleys. The visual thesis of Control is . This artbook dedicates its most stunning pages to concrete. Endless, sweeping, monolithic concrete. At first glance, the Federal Bureau of Control’s headquarters looks like a bureaucratic hellscape of the 1960s—all sharp angles, oppressive shadows, and industrial carpeting.
Owning the art book is not just about looking at pretty pictures; it provides context for why the game looks the way it does.