Eurogamer Expo Sessions: Eidos Montreal presents Deus Ex

Cyber renaissance and angular faces.

Today, Eidos Montreal art director Jonathan Jacques-Belletete takes to the stage in Eurogamer's huge auditorium to talk about Deus Ex: Human Revolution, the action role-playing game due out early next year. This is hugely exciting for us, and for (most) of the series' many fans.

Because we know not everyone can be at the Eurogamer Expo, we chatted with Jonathan on the phone to get the low-down on his developer session, dug up the inspiration behind the game's unique art style, and discovered why main man Adam Jensen's face is "angular".

Eurogamer: You're the art director on Deus Ex. How would describe its art style?

Jonathan Jacques-Belletete: Jonathan Jacques-Belletete: I would describe it as a graphic novel approach in terms of the visual texture. We wanted to have something extremely credible but not photorealistic. We see the game world as one complete entity. It's very opaque. It's very homogonous. Everything seems to fit within the same digital language. That was very important to us.

Some games do some very good photorealistic characters, but then you place them next to some of the objects and environments in the game and you have different degrees of realism. To me it breaks the suspension of disbelief and the credibility of the world. So we decided to dial down the photorealism, but have this even rendering of everything in the game.

The game is over designed. Every single prop has been concept-arted with the same style. Everything had to be made just like that in the game. The assets had to be created exactly like they are in concept art. It's definitely got flavour and soul.

It's cyberpunk, obviously. There was no way around that. It's something we're glad to work with. But we wanted to have our own flavour to the cyberpunk approach at the same time. That's when the whole Renaissance thing came in. Based on that, it's something, hopefully, original – a new twist to cyberpunk visual archetypes.

Eurogamer: The game's due out early next year. What are you working on now?

Jonathan Jacques-Belletete: My job is pretty much done. The art direction has been sealed since the beginning of the summer. Everybody knows exactly what they have to do. Now we're fine-tuning a whole bunch of little things here and there, making sure they're as pretty as they can be with the time we have left.

But in terms of creating new stuff or imagining new things, that's all done. It's just a matter of finishing up everything as good as we can. We're almost there.

Eurogamer: You've shown the game at various trade shows this year. What's the reaction been like?

Jonathan Jacques-Belletete: Really good. We're always expecting answers from two different types of people. Obviously there's the industry and the public as a whole, like people that might never have even heard about Deus Ex before. We want those people to be attracted to the game and think it's good-looking.

There are also the people who are well aware of what Deus Ex is and what it stands for. It's almost like a double standard thing, that we're trying to please both those people. It's been overwhelming how the team has succeeded at doing that. It's been well received from the people who are just looking at it from the standpoint of, is it a good game or not? And well received from the standpoint of the people who have a checklist of whether it's Deus Ex or not.

Eurogamer: What are you talking about during your developer session at the Expo?

Jonathan Jacques-Belletete: I talk about the process of creating the vision for Deus Ex. The Renaissance connection with cyberpunk - how we ended up mixing it with it and the reasons why we decided that, and how hard it is when it's a totally unthreaded path - what it means to be the first ones to be there.

I have extremely talented concept artists – some of the best in the industry. Even people that talented, when you tell them for the first time to mix such weird variables, like take some of the Renaissance stuff and mix it with cyberpunk – even for people that are that talented, it was something quite tricky to do. It's come out very good but it was hard to get there. I talk about those challenges and how we succeeded.

Eurogamer: How would you describe lead character Adam Jensen's personality?

Jonathan Jacques-Belletete: There's a phrase we coined for him straight from the get-go, even before we started drawing him. It was something the game director, producer and I knew from the beginning.

We didn't want to go for a big, tough space marine guy this cycle of consoles are saturated with. The phrase we would say was, he can kick your ass, and then he goes home and reads a good book.

That's what we've been saying for the past three and a half years. He needed to be someone of an average build, with nothing too crazy, but yet someone you'd still know you wouldn't want to mess around with.

And there really are some people like that. I remember someone mentioning this club he goes out to in Montreal, that one of the bouncers is like this really average-looking guy, but you look at his face and you know you don't want to mess with him. He probably doesn't weigh more than 150 pounds, but yet he looks like a total killer.

Adam has this duality. He's an ex-SWAT member, a security specialist, he's a bit of a bass ass. But he looks like someone who's fairly intellectual. That's who he is.

Eurogamer: We understand the game takes place across five metropolises. Is that correct?

Jonathan Jacques-Belletete: We haven't said exactly how many cities we go to in the game. There are definitely quite a few. I'm not going to say if it's five or less or more. It's an international conspiracy and Adam gets to travel to a lot of places.

Eurogamer: We know about Detroit, Shanghai and Montreal. Any chance of London?

Jonathan Jacques-Belletete: You'll have to wait and see!

Eurogamer: Square Enix, a Japanese company, bought Eidos during the game's development. How would you describe the relationship you have with it? Has it influenced the game at all?

Jonathan Jacques-Belletete: As corporate as it's going to sound, I swear to God it feels like the honest answer, it's been an awesome collaboration.

We all had that same reaction when it happened: a Japanese company taking over a Western company, how's that going to happen and how much are they going to tell us to do A or B? They left us total creative control of Deus Ex. Square Enix fully understand why they acquired a Western company. They're letting us do our Western stuff 100 per cent.

There are some Japanese aesthetics in the game in terms of visuals – not Japanese culture aesthetics, but the way the Japanese do their visuals in games. All those things were set down pre-Square Enix. Those are aesthetic flavours my team and I were already into. We had included those things in the game way before we knew that Square Enix had bought us. Those things come from us.

Eurogamer: Any examples?

Jonathan Jacques-Belletete: The way the mechanical design is done in the game, what the robots look like, Adam's chopper – all these things are really Ghost in the Shell or Akira. The way they do their robots and sci-fi stuff in animes, that's stuff my team were already into.

A lot of people have made comments: this or that looks like it's straight out of an anime. It's got to be Square Enix, blah blah blah. It really isn't. It's from us.

Even if you look at Adam, the way we paid attention to the way his face is constructed, his hair, is a way of looking at it that Japanese videogame companies are usually more into than Western companies.

Western companies pay attention to the global feeling of their character, which is absolutely important. If you look at Ubisoft, a company I know well, Sam Fisher, he looks different every game. I'm not talking about his clothing. His face is always morphing. It's like, who is he really, that guy? Yeah, okay, he's scruffy, whatever. It's inconsistent how they build his face.

The Japanese look at it in a totally different way, where even the way the structure of the face is, is very important. It's how we treated Adam. He's really angular. People relate to that as a highly Japanese-influenced design, but that was all pre-Square Enix. So when Square Enix bought us we were pretty stoked because of that.

Eurogamer: After Deus Ex, what's next for Eidos Montreal?

Jonathan Jacques-Belletete: I can't answer that precisely, but big stuff. We've already started talking about all that. They're going to shoot me if I say anything! We're busy, man!

Eurogamer: Is there a feeling within the studio that you'd like to do another Deus Ex game?

Jonathan Jacques-Belletete: Yeah, absolutely. I remember when we first started, I read an article where Warren Spector remembered the fact he knew the third one was started by other people, and he said, you know, I can't wait to see what they're going to do because this universe and those characters, I've lived with them for such a big part of my life.

I didn't really understand what he meant. Emotionally I didn't really know. Now I've just spent almost four years with that world we created and those characters we created that we've lived with every day of our lives, I know exactly what it means.

It would be cool to work with those variables again.

Eurogamer: You're not sick and tired of Deus Ex after working on it for four years?

Jonathan Jacques-Belletete: No, not yet! Not yet.

Jonathan Jacques-Belletete is art director at Eidos Montreal. Deus Ex: Human Revolution is due out early next year.

Comments (24) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • FogHeart #1 2 years ago

    Was he wearing glasses with orange-tinted lenses :p

    Really, us guys who were fans of Blade Runner when it was first released have always wanted to 'inhabit' that rain-soaked, neon-streaked, android-haunted cityscape of that film. To participate in it, to meet its occupants and out-think as well as out-shoot them, is one of those little dreams fulfilled.

    The first game was spectacular, the second decent. Hopefully Eidos consider the gaming community to be mature enough to no longer need such easy crutches to make progress as the last game seemed to think we needed.
    Edited by FogHeart at 01/10/10 @ 14:35
  • arcam #2 2 years ago

    Another East-Timorian RTS knock-off.
  • smithdown #3 2 years ago

    "looks like Dark Sector "

    Please tell me you're kidding. WTF? Just cos the guy has bionic arms? This could hardly be MORE different. If you'd ever played a Deus Ex game, or read anything about this one, you'd know that.

    Way to judge a book by a tiny part of its cover.
  • FogHeart #4 2 years ago

    Erm...maybe you gents should look the previous games up on YouTube or something so you know what Deus Ex is...
  • CzR #5 2 years ago

    @FogHeart

    One thing I hope Deus Ex doesn't lose is the immersive environment such as LA from Blade Runner or Chiba City from Neuromancer.
  • kangarootoo #6 2 years ago

    "Another japanese hack and slash shite.."

    Well that was confusing.

    I'm surprised you didn't compare it Mario Kart and Time Crisis as well, for all it has in common with any of them.


    Has it really been that long, that people don't know anything about Deus Ex? Nobody who has played it would expect anything even remotely like Dark Sector (or a hack and slash.... man that is a bizarre thing to say).
  • kangarootoo #7 2 years ago

    @Captain_Birdseye

    "its like Goldeneye N64"

    What?!? Are you sure it was Deus Ex you played? Have you a got a link, just so we can check? ;)


    "Over rated tripe designed by an overrated pretentious man"

    Did you just get dumped or something?
  • arcam #8 2 years ago

    a hack and slash.... man that is a bizarre thing to say

    Maybe he's referring to the fact that Deus Ex had unsecure computers and flushable toilets?
    Edited by arcam at 01/10/10 @ 15:34
  • fluxdeluxe #9 2 years ago

    If the game is as good as the art portrays it this game will be amazing, from the previous hands on article it sounds like a real succsessor to the first game. I can't help but feel excited about this title even though i've been dissapointed in the past. Still i've been fooled by EG previews before.

    The misguided comments on this thread are laughable, Deus Ex is a truly legendary series even when counting the lacklustr sequel, from the time period I'd only rate the system shock 2 on a similar level.

    "like golden eye 64"

    Deluded

    That is all
    Edited by fluxdeluxe at 01/10/10 @ 15:40
  • kangarootoo #10 2 years ago

    @arcam

    Hehe. I stand corrected :)
  • geeza2020 #11 2 years ago

    DONT FEED THE TROLLS.

    This looks amazing, but I'm really trying hard not to get my hopes up, is this out Q1 next year? Can't wait....
  • fragglerocks #12 2 years ago

    I hope this turns out as good as it looks!
  • RexRunti #13 2 years ago

    "i know what deus ex is, played through it the other day"

    No you didn't, no one "plays through" Deus Ex the "other day", maybe the other month. If Deus Ex was released to today as a full price game with updated graphics to the modern average it'd still be a 10/10 game in my book.
  • darkmorgado #14 2 years ago

    its like Goldeneye N64 but without the fun

    WTF? Since when was Goldeneye an RPG?
  • kangarootoo #15 2 years ago

    @Captain_Birdseye

    Nostalgia goggles indeed. That is the phrase that comes to mind everytime I hear someone singing the praises of GoldenEye.

    "goldeneye 64 was the better game"

    That is like saying cake is better than biscuits. Who gives a f*ck is the response that leaps to mind. Play whichever game you prefer and be happy.


    Perhaps, just perhaps, the legions of people that loved DE weren't mad or sheep or nostalgic or any of that business. Maybe, they just had different tastes to you. GoldenEye has never impressed me that much, but I would be a fool to deny its popularity. Its fine that you liked GoldenEye and didn't like DE, but lets not assume you are the small boy in some emperor's new clothes scenario.

    Now stop crying into your tea.
    Edited by kangarootoo at 01/10/10 @ 16:57
  • darkmorgado #16 2 years ago

    @Kanga

    Have you still got that "don't feed the ego" sign up on your cage?
    Hmmm.
    Well, I'll just +1 you anyway. A few treats won't hurt

    :-)
  • kangarootoo #17 2 years ago

    "Have you still got that "don't feed the ego" sign up on your cage?"

    I ate it.
  • kangarootoo #18 2 years ago

    @Captain_Birdseye

    Well I guess we can all agree to disagree, and assume that everything we write is suffixed "imo".
  • orpheus #19 2 years ago

    'Adam has this duality. He's an ex-SWAT member, a security specialist, he's a bit of a bass ass.'

    Gotta love the bass ass. :D Looking forward to this game!
    Edited by orpheus at 01/10/10 @ 17:28
  • darkmorgado #20 2 years ago

    he's a bit of a bass ass.

    So he looks like the rear end of a popular fish then.
  • crickson #21 2 years ago

    I enjoyed the developers session on Deus Ex today... but I did feel the game didn't seem to do anything I haven't seen before. Stealthy rolls between cover, sneaking up behind NPCs, melee attacks, then a giant robot that you dispatch with a conveniently placed rocket launcher. Ho hum. It LOOKS amazing, and if the plot is interesting it has every chance of holding my attention next year, but I've seen nothing to suggest DE human revolution is going to be a landmark in videogaming.

    EDIT: I'd also like to express disappointment that no questions were taken from the audience, and there was virtually no discussion of the game, just a demo. It's great an' everything, but I would have appreciated a bit more depth and discussion.
    Edited by crickson at 01/10/10 @ 22:03
  • TheTingler #22 2 years ago

    @crickson: I gave you a plus for that final comment you put in, that is a bit annoying. I was lucky enough to see the demo earlier on in the day so I didn't attend the session.

    It's interesting that for the question "what's next for Eidos Montreal" he didn't mention Thief 4, which actually is their announced next game. I wonder if he just meant the DX3 team?

    Everything I hear and see about Deus Ex: Human Revolution gets me more and more excited. I still have some trepidation, as this is a completely new untested team making a sequel to the greatest game ever made, but then Ion Storm Austin were just the same when they made Deus Ex I suppose.
  • White_Waffle #23 2 years ago

    This is so like Command and Conquer only worse!

    On a serious note: I think to neg a troll into oblivion and no replies would really be annoying for him. Would be awesome to have that in one thread.
  • MisterHands #24 2 years ago

    @orpheus Would it be crude to make a "bottom end" joke? Probably.
    Edited by MisterHands at 03/10/10 @ 05:14