
There’s a combination of working with DC on, what does the Clock Tower look like? What does the Shakespeare head look like? What are these pieces of Batman lore that we’re putting into the city, in terms of legendary locations, but then, from a gameplay perspective, how do we make this the most incredible experience that people have had in this legendary city? It’s a real juggling act. Balancing that, the design of the urban environment, with the handling of the Batmobile, like I said, those two things had to go hand in hand. It’s much more like an organic layout, with curving streets and different heights. A lot of thought and energy has gone into the layout of the streets, because Gotham City isn’t a grid-based city. We have to make sure we get that right.Īll of the little connections in Batman lore - we’re idiots like that. But it’s really meaningful to those people. But it’s only going to be super meaningful to a handful of people. Ginn: There are certain things I feel like we have to do, like the Gotham Clock Tower. Can you give any specific examples of design challenges there? GamesBeat: You have several challenges: making this feel like Gotham City, appeasing the fans, appeasing DC Comics, making the city work with the Batmobile. It’s as much to do with the design of the city as the design of the Batmobile.

Fast, destructive, powerful - all of those things. But then designing it to fit the Batmobile, a hand-in-glove kind of connection, we had to design the layout of the city and the functionality of the Batmobile at the same time, so that the power fantasy of driving the Batmobile through this legendary city felt the way everyone imagines it should feel.

That comes down to lighting, it comes down to atmospherics, sound, the use of architecture.ĭesigning the game world to make sure it feels authentic was one thing. To make it feel like Gotham City, you have to get the atmosphere spot-on. It would be very easy to build out the entirety of Gotham City and have it just feel like another city. GamesBeat: Obviously, there’s more artwork and more real estate to program, but what are some of the other, less-obvious challenges in creating a big, open-world city like this?ĭax Ginn: Making it feel authentic. Three top investment pros open up about what it takes to get your video game funded.
