Assassin's Creed Art evolution - R Assassin's Creed Art (R)evolution is the first art catalogue dedicated solely to one of the most loved videogames in the world, one that puts history and art at the centre of every move and has thrilled not only players but critics and columnists alike. It is a meticulous exploration of artistic genres, graphics, technological platforms, iconogr... more »aphic forms, ideas, colours and sounds: all this makes Assassin's Creed a multi-dimensional and multi-sensorial work of art.
Since it was first released in 2007, Assassin's Creed has made the entire world familiar with Italian art cities such as Venice, Florence, Rome, and Forlì, and great historic cities such as Jerusalem, Constantinople and Damascus, setting events between the Middle Ages and the Renaissance.
The concept artists who work in 23 studios spread throughout the world have brought timeless masterpieces back to life in thousands of art works: just think of Piranesi's engravings, Leonardo's machines and subjects such as Dürer's Venetian Girl, who becomes the protagonist's wife in the game.
Five years since its first release, a change has been announced: the third chapter is due for release and it is set in America during the War of Independence. Thus the videogame leaps forward 250 years after the narration in the second chapter of Ezio Auditore's Renaissance experiences. At the same time it is set 250 years back from the present time, in a plot involving the genetic reminiscences of the protagonist Desmond Miles.
The art of a video game like Assassin's Creed comes about through a kind of 'Renaissance workshop' where, in addition to the Game Designer and Concept Creators, dozens of different artists work on a precise task. Just as the Master of the workshop conceived the vision for a work and traced its outline on paper, leaving the workshop artists to execute hands, feet, background landscapes etc ... in a videogame studio there are those who draw and work on texture and colour; those who built shadows, insert movement, and create environments and soundtrack, voice and dubbing.« less