
GOAT’s Sneaker Shop: a neighbourhood worth looking around
Gabriel Gomez’s award-winning environment turns roots, shop windows and tangled cables into a convincing place. Two Léa Pinto concepts reveal the wider world around it.

Gabriel Gomez’s award-winning environment turns roots, shop windows and tangled cables into a convincing place. Two Léa Pinto concepts reveal the wider world around it.

A three-eyed slime face, a city built for skating and an Art Blast full of credited artists: how Squanch’s strange ideas become usable designs.

Moneypenny’s overlooking office, Q’s furnished workbench and Patrick Gibson’s likeness: specific design decisions from IO Interactive’s artists.

From Thibault Leclercq’s Prue studies to the drawings and miniature of her house: following Wildwood’s artwork into physical production.

Carlos Huante’s early creature studies, James Watkins’s account of seventeen iterations, and the architecture designed to make Gotham oppressive.

A 460-image design compendium, characters that influenced the story, and the practical limits of Castle Grayskull: Guy Hendrix Dyas’s production account.