Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World.
Dustborn is a game about disinformation and very modern problems set in an alternate US where a group of misfits flee the police after stealing an 'important package'. A glimpse at social media suggests many people have already made up their minds about a game where you can weaponise language to 'cancel' and 'trigger' people into doing your bidding. It's on the nose for sure.
Additionally, our love for comics played a huge role in shaping the game's aesthetic, giving it that"comic come to life" feel, which aligns perfectly with the game's themes.Absolutely. The road trip aspect inspired us to include staples of American culture, like diners, service stations, and campsites. While we weren’t inspired by any specific art movement, the dystopian elements were definitely influenced by propaganda, which has a strong visual language.
To achieve this, we opted for a light, clean, almost pastel-like palette, with bursts of brighter colours like “Dustborn yellow.” This yellow became a signature colour – vibrant and attention-grabbing – used sparingly across the game. It ties the main crew together visually, symbolising their bond as a found family.
The comic book approach also enables us to frame the story in a way that feels episodic, almost like turning the pages of a graphic novel. This format helps in pacing the narrative, where each chapter, or"issue," has its own mood and thematic focus. The visual language of comics – such as using panel-like frames, dynamic angles, and expressive character designs – amplifies the emotional weight of the story and makes the player's journeys more engaging.
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