League of Geeks’ next strategy game Solium Infernum is set in the depths of Hell - a rendition inspired by John Milton’s interpretation of the underworld. During my hands-off at Gamescom, I was struck by how stunning the game’s art direction was. The ashy barren landscapes of Milton’s hell have never been this picturesque, and I felt compelled to pick the brain of Ty Carey, League of Geeks' co-founder and creative director as well as Solium Infernum's game director, about it.

Solium Infernum is a reimagining of Vic Davis’ 2009 classic of the same name. Adaptation can be a tricky task, especially with a beloved game like this. How do you stay faithful to the original while building on it in meaningful ways?

“The original art direction did influence us, there were qualities to it I wanted to keep. So, while not strictly faithful, we wanted to capture the elements that made it so interesting,” Ty begins. “For instance, the world map in classic Solium Infernum is a very different take on hell; it’s blindingly bright, bleach-stark and somewhat surreal. So selling the idea of the abyss that’s not strictly lava and black twisted rock did prove to be a challenge - getting that ‘instant read’ is important, but it’s atypical of the typical first mental picture most people have.”

I’ll admit that I was surprised by how dark and ashy Solium Infernum appeared when I first laid eyes on the game. However, after watching it in action, I could tell the art direction of the game is clearly defined and everything blends together nicely.

Solium Infernum Infernal Crusade Art

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Speaking of Hell, I figure it has to be a very interesting premise to adapt. “Very much so! It’s a genre that is so incredibly atmospheric. There’s a lot of exciting mythology to draw upon, and also it’s a place in which you can get really creative and playful,” Ty tells me enthusiastically. “Really, the concept of hell spans all times and eras, with very little in the way of limitations holding you back. I also really loved the possibilities in presenting a classical vision of hell, rather than the modern fire-and-brimstone stereotype.”

The other major feat of Solium Infernum is the game’s fully-animated Archfiends of Hell. These are the characters that you pilot during the game as you attempt to ascend to the Infernal Throne. The models were something that particularly impressed me during my hands-off with studio director Trent Kusters. I ask Ty which Archfiend is his personal favourite. “Very hard to choose, but if I’m obliged I’ll choose Lilith,” he replies. “Her design by our art director Adam Duncan really captured the bestial nature of her externalised anger. She’s an ancient sorcereress, in fact, the first woman cast down into hell, rather than a fallen angel, but she also looks like she’d be capable of pulling your limbs off if you annoyed her.”

Solium Infernum Lilith Character Demand Screen
Lilith

One thing that players will notice if they’re familiar with League of Geeks’ other title, Armello, is that the card-based aesthetic from that game has returned. Armello itself was hugely inspired by the original Solium Infernum, so by now giving Solium its card-based mechanics, it’s in some way returning the favour. “Straight from the beginning of the project, we wanted our card art to be at the standard set by Armello - that was a quality standard I didn’t want to lose and something we’re really proud of,” Ty tells me. “It’s important to us that the illustrations really become the ‘window to the world’ the player exists in, that they have a feeling of depth. So from the outset, we determined that they’d be ‘live’ cards, meaning there’d be a form of movement on them, and created a system and template for artists to follow to later allow us to technically achieve the look we wanted.”

A good balanced creative process is vital when developing any game, and striking that balance isn’t always easy. “Coming together and finding those common heuristics for artists across such a broad subject took time,”Ty tells me. “Meaning that we did need to create boundaries and rules for our vision. For instance, we ended up deciding that our ‘technology’ or ‘vibe’ of hell was reminiscent of ancient bronze-age cultures, rather than Christian or medieval versions. So navigating the spaces between known stereotypes of hell and what is useful, and what doesn’t suit, can be very difficult.”

Solium Infernum Torment Art

When talking about the game’s art direction, the veteran Australian developer paints quite the picture. “I’d tell players to prepare themselves to be indulged with a torrent of dark, beautiful art,” Ty begins. “We have well over a hundred hand-drawn paintings in the game, the majority by Dominik Mayer, that really capture those brooding and strange feelings of the abyss. Additionally, all of our Archfiends are beautifully realised and animated. Also, the world map is so forlorn and atmospheric! There’s honestly so much - a real dark feast to be had here.”

In the end, art direction and aesthetics all need to compliment and feed into how the game actually feels to play, which in the case of Solium Infernuml, should be hostile (this is hell, after all), yet not obscure.“We wouldn’t be doing our job if we didn’t throw you head first into hell,” says Ty. “You’re not in a good place, you’re not safe, you should never feel totally comfortable. You have evil supernatural enemies everywhere all conspiring against you. But the good news is that you’re just as sinister, and you have the forces and rituals to make your opponents quiver before your might. We want you to feel like a dark overlord playing a very dangerous game!”

It’s always fascinating to receive some insight into the creative process, especially on a game like Solium Infernum where the aesthetic is very defined and intricate. A collection of Solium Infernum artwork titled "Legion Illustrations" from the aforementioned Dominik Mayer was even displayed at the Art Room Gallery in Los Angeles, as well as online. League of Geeks is targeting a 2023 release for their Machiavellian tactical strategy game, but no specific date has been set yet.

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