Elden Ring Nightreign’s Concept Artist on Making Nightreign Feel Familiar But Also Different – IGN First

In FromSoftware games, a distinctive visual aesthetic is consistently employed, making it often straightforward to recognize the “FromSoftware” emblem as it appears following an abrupt darkening, even in pre-release trailers for upcoming titles by this studio. This consistent style is a testament to the skill of the many gifted artists at FromSoftware, and I was fortunate enough to interview one such artist, Saori Mizuno, who serves as both a Concept Artist and Environmental Artist. During our conversation, we discussed her creative influences, the artistic guidance she received for Elden Ring’s Nightreign, and how it contrasted with her work on prior FromSoft games.

iggn.ru: So generally, what was different about working on Nightreign versus the base Elden Ring game, or and anything prior that you have worked on with FromSoftware?

Saori Mizuno – Elden Ring Concept Artist: Nightreign: Typically, for Nightreign, we’d get an assignment for a design, and if I were responsible for that specific concept, I’d work on refining the initial image I had in mind, based on the given design. After iterating on my interpretation, I would collaborate with other designers, sharing ideas, and eventually finalize the design. A key difference in Nightreign’s design process was an increased amount of face-to-face discussions and brainstorming sessions, which allowed for more effective communication about these designs compared to just receiving text-based feedback.

Interviewer:

Could you share some insights on the ambiance and atmosphere of Nightreign, and explain your creative process for making it unique within the broader context of Elden Ring, even though they both share many common elements?

In our approach, we aimed to preserve a sense of familiarity with Elden Ring as a foundation for both the design and setting. However, we also wanted to create an experience that initially feels and appears recognizable, but gradually morphs into the unexpected and mysterious. This was a guiding principle or direction we followed in our design process.

In contrast to Elden Ring’s vibrant, almost impressionistic environments, Nightreign aims to be visually stunning at first glance, but upon closer inspection, reveal an underlying sinister and dark tone. While Elden Ring is filled with bright hues in its landscapes and skyboxes, Nightreign also seeks to instill a sense of darkness within the player’s experience, distinguishing it from its predecessor in design.

“We didnt want to make it feel too different from Elden Ring.”

As a dedicated fan, let me share my excitement about one captivating spot that left an indelible impression – the enigmatic Roundtable Hold, a staple in the Elden Ring’s foundational layout. The twist it presents in Nightreign is truly intriguing! I was wondering if you could shed some light on the creative process behind the fresh design of the Roundtable Hold and perhaps discuss some inspirations that led to those innovative changes?

To create a distinct ambiance with Nightreign’s faster-paced gameplay, we aimed to design the Roundtable as a tranquil refuge where players could unwind after an intense three-day ordeal. We wanted it to evoke a sense of comfort and warmth, making it feel like a familiar and welcoming place. One source of inspiration was the Fire Link Shrine from Dark Souls 1, with its enveloping atmosphere that offers a sense of respite after struggles and battles. Most importantly, it should provide a secure haven where players can rest assured.

From a design standpoint, we incorporated methods such as soft illumination, an atmosphere suggesting the broader surroundings along with the Roundtable Hold itself. Moreover, even though much of the area lies in disarray, our aim was not to convey a sense of utter devastation and desolation. Instead, we aimed to create an environment that feels secure, inviting players to return and find solace, enabling them to unwind and spend time at their leisure within this space.

One motivation behind crafting the Roundtable Hold within Nightreign was the sense of a fresh morning or dawn, which is why some lighting and architectural elements shifted in Nightreign. Our aim was for players to perceive this ambiance as they embarked on their new journey, keeping them mindful of the break of day as they ventured forth.

When the player reaches day three in Elden Ring, they’re whisked away to an entirely unique location unlike any other. This place is predominantly white, contrasting beautifully with a vibrant skybox filled with shades of orange, blue, and purple intermingling. Can you share the backstory for this environment and the inspirations that influenced its creation? If you have a visual representation, feel free to share it.

One of our initial directives from the director for this setting was to create a sense of conclusiveness and build anticipation, as if a storm is about to break. Additionally, we wanted to evoke a sensation that the sky is collapsing and the end is near. This atmosphere should make players feel a tightness in their chest, like they’re on the brink of embarking on an adventure larger than themselves. Ideally, this feeling will be reflected in the design.

To further elaborate, by examining the hues and arrangement of elements in the sky, our aim was to create an atmosphere suggesting a birth emerging from the chaos, from this chaotic tableau. This climax is evident at the end of the third-day challenge. We intended for the player to experience this sensation through the application of color and strategic design components. Some of our inspirations came from actual cosmic phenomena – events that are mysterious and beyond everyday human understanding, abstracted from typical human perception. Our intention was to make this abstraction and grandeur feel just as enigmatic and awe-inspiring within the realm of Nightreign.

In a personal note, could you share something from your own work at Nightreign that you feel particularly accomplished about?

For me, a topic that truly captivates my interest is the environment you navigated right before encountering the boss on the third day’s end – the one we recently discussed. During our exploration of its design, we stumbled upon the idea of ‘shedding skin’. This notion has left a lasting impression on me. The concept of personifying the surroundings and the structure as something that was once alive, but has since turned to stone or undergone centuries, really struck a chord. Our aim is for players to experience a sense of age and an old-world fantasy ambiance from this specific set piece.

One thing that caught us off guard about Nightreign was its remarkable diversity, given its smaller and denser nature. How did you manage to create such a wide range of environments within such a limited area?

To create an engaging experience, we aimed to make each map alteration appear new and thrilling at first sight. This way, players can quickly understand that a significant change has occurred within the map and environment, giving them a clear idea of what actions they need to take next. For example, if a volcano or crater emerges, players may need to dig deeper into it. Similarly, a snowfield transformation might require them to climb to its peak. Our goal is for these changes to be impactful and prompt players to alter their strategies and behavior within the map simply by modifying the sense of space.

Apart from discussing my professional design work, I’d like to share some of my favorite artists, both classic and modern. Are there any individuals who have significantly impacted my style and approach?

In this way, the question is rephrased to maintain the same meaning but with a more conversational tone that might feel more comfortable for the reader.

Among traditional or classical artists, one whom I particularly admire is Zdzisław Beksiński. His diverse works have greatly influenced my creative process when crafting mine. Similarly, the theme of Nightreign and confronting the Night Lords resonated with me after numerous playthroughs, which in turn impacted the game design. I aimed to reflect this atmosphere in the designs I created, hoping players would sense it as they journey through the game. Moreover, a sensation I sought to capture originated from watching Hayao Miyazaki’s film Spirited Away – the feeling of being trapped, unable to return home or escape reality. This intangible emotion is what I endeavored to evoke while designing these worlds, aiming to communicate it effectively to players as they progress in the game.

When crafting Limveld for its first rendition, I aimed to instill a sense of beauty into the initial layout. At first sight, it appears captivating and inviting, but soon enough, one gets a feeling that something is amiss or not quite as expected. This mysterious undertone seems to have been successfully conveyed in the design of Nightreign as well.

Of course! Let’s move on to discussing the video games that have left a significant impact on your creative process. Which ones would you like to know about?

I take pleasure in Diablo II and similar multiplayer games. I’m drawn to open-world survival games that allow you to essentially start anew, construct your own home, and so forth. I appreciate a diverse selection of indie games and have been fond of The Legend of Zelda series since my youth, particularly games like Majora’s Mask. These games offer engaging gameplay experiences, but they also have a certain appeal due to their potential for repeated play and the dark themes that resonate with me even today, which I believe has lingered from my childhood.

Apart from our main creation, is there any hidden detail or secret nod to you personally within the game that you’ve included? Or perhaps something you’d like players to discover and appreciate while playing?

Absolutely! When creating Nightreign, I didn’t focus on something traditionally considered an artist’s “signature,” but instead, I paid great attention to a central theme: the night and its various expressions. We experimented with numerous approaches and techniques, and Limveld emerged as a consistently captivating world for players. To convey this continuity, we decided to incorporate changes across the three-day game structure, subtleties that players can observe as their adventure unfolds. These evolutions keep them engaged and encourage repeat play.

To delve deeper into our chosen theme of night, we needed to understand what night represented for us as designers, serving as a fundamental idea. Naturally, night carries some negative associations such as darkness, fear, and the unknown. Initially, we aimed to instill these unsettling feelings in the player at the outset, creating an atmosphere of anxiety and dread towards the unknown.

“We had to explore what night meant to us as designers, like as a base concept.”

In our approach, we made it clear by using elements like the strict time limit and encroaching rain circles. However, we aimed to ensure that the night wasn’t solely negative. Over time, as players become accustomed to this cycle, we wanted the night to offer more than just a challenge. We hoped that they would start to anticipate and even appreciate the approaching darkness, finding a sense of comfort in its rhythm and aspects. As the game advances, this is one of the design elements we intended to be integrated into the player’s experience.

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2025-05-29 03:31