
Art/Co-creative director @ArkaneStudios Lyon - agile perfectionist on the Dishonored series, ‘’DEATHLOOP’’ and… Marvel’s Blade !
Lyon, France
Joined June 2015
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Ten years ago, on November 11, 2016, you discovered a new latitude on the map of the Empire of the Isles: Karnaca. Leaving the fog of Dunwall for the light of Serkonos was far more than a change of scenery: it was an aesthetic, technical and playful gamble.
At @ArkaneStudios , we work like a workshop of craftspeople. For Dishonored 2, we turned away from cold photorealism in favor of imperfect, vibrant textures, nourished among other things by nineteenth-century Russian and French realist painting. Our artists are passionate about unusual objects, sculptures, volumes and soundscapes, and know how to make light speak. They work like the tailors of old: bespoke, every piece cut, fitted and sewn for its character, its place and its story. But this art direction was never just a coat of paint. It is inseparable from game design, level design, narrative and programming. The urban canyons of Karnaca, the modularity of Jindosh’s Clockwork Mansion, the back-and-forth between past and present in Stilton Manor: all of it was born from a constant dialogue between form and function. Every ledge, every sound, every texture was designed so that the art serves the pleasure and flair with which you use your powers. We talk about immersive sims because, in our hearts, Karnaca is above all a theater of systems, where the setting tells the story and where the unexpected surprises you at every turn. Our greatest reward is watching you play and replay creatively: combining powers, alternating between stealth and brute force, delicacy and daring, all while taking the time to notice the attention we pour into the smallest details.
Ten years later, this way of thinking about space and putting control back in the player’s hands remains our compass. We carry that legacy into the worlds we are building today, with the same rigor and the same desire to surprise you.
Thank you for exploring Karnaca over these past ten years.
Sébastien Mitton
Art Director & Co-Creative Director, Arkane Lyon
(Artist: @JulesAuger )
Time flies by so fast, but the happy memories of working with colleagues who have become friends will stay with me forever @rafcolantonio @Harvey1966 @DBakaba @jlmonnet and more
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Il y a dix ans, le 11 novembre 2016, vous découvriez une nouvelle latitude sur la carte de l’Empire des Îles : Karnaca. Quitter la brume de Dunwall pour la lumière de Serkonos, c’était bien plus qu’un changement de décor : c’était un pari esthétique, technique et ludique.
Chez @ArkaneStudios , nous travaillons comme un atelier d’artisans. Pour Dishonored 2, nous avons refusé le photoréalisme froid au profit de textures imparfaites et vibrantes, nourries entre autres par la peinture réaliste russe et française du XIXe siècle. Nos artistes se passionnent pour les objets insolites, les sculptures, les volumes et les ambiances sonores, et savent faire parler la lumière. Ils travaillent comme les tailleurs d’autrefois : sur mesure, chaque pièce coupée, ajustée et cousue pour son personnage, son lieu et son histoire. Mais cette direction artistique n’a jamais été un simple habillage. Elle ne fait qu’un avec le game design, le level design, la narration et la programmation. Les canyons urbains de Karnaca, la modularité du Manoir Mécanique de Jindosh, le va-et-vient entre passé et présent du Manoir de Stilton : tout est né d’un dialogue permanent entre la forme et la fonction. Chaque corniche, chaque son, chaque texture a été pensé pour que l’art serve le plaisir et le brio avec lesquels vous utilisez vos pouvoirs. On parle d’immersive sim, car dans nos cœurs, Karnaca est surtout un théâtre de systèmes, où le décor raconte l’histoire et où l’imprévu vous surprend à chaque instant. Notre plus belle récompense, c’est de vous voir jouer et rejouer de manière créative : combiner les pouvoirs, alterner furtivité et force brute, délicatesse et audace, tout en prenant le temps d’observer l’attention que nous portons aux moindres détails.
Dix ans plus tard, cette manière de penser l’espace et de remettre le contrôle entre les mains du joueur reste notre boussole. Nous en portons l’héritage dans les mondes que nous construisons aujourd’hui, avec la même exigence et la même envie de vous surprendre.
Merci d’avoir exploré Karnaca ces dix dernières années.
Sébastien Mitton
Directeur Artistique & Co-Directeur Créatif, Arkane Lyon
(Artist @JulesAuger)
Sebastien Mitton retweeted
Fun interview where I get to speak about the strange process of making games
The Making of Dishonored and Prey with Raphael Colantonio @rafcolantonio interview is live: youtu.be/rz33yyvHlOE this is an absolute love letter to the immersive sim genre #Dishonored #prey #immersivesim
COOL !
So, @mitmitman and @jlmonnet 's team at @ArkaneStudios have made this little tribute to celebrate the unleashing of the most resilient and savage (not a) hero there is. @insomniacgames , you have all our collective admiration! 🧡🖤
Sebastien Mitton retweeted
Thank you for all the likes and retweets, at least 7 Arkane Lyon developers and 3 former Arkanites have seen this. We wish Lyon studio all the best for the future and hope its valuable insititutional knowledge is never lost.
Sebastien Mitton retweeted
To all my friends. You matter. You're awesome. You're loved. You are all legends. 🤍
Eager to get my 4 hands on this game!
The first-of-its-kind soulslike FPS, set in Viktor Antonov's final world.
Wishlist now to sign up for the ride to the apocalyptic Western lands!
#GunsOfEschaton
Thanks @rafcolantonio—it was truly amazing to get together with old friends to talk about the past and what still excites us today: creating a game is an incredible, unforgettable human adventure that leaves you with a sense of nostalgia.
Disho2 next?!
Premieres tomorrow:
The latest and last episode of our Dev Playthrough of Dishonored.
It was great and emotional at times too.
Thank you for all the love.
With the amazing @mitmitman, @jlmonnet and @GaGzZzYT
youtu.be/MBn9URSvO_M
Sebastien Mitton retweeted
XBOX seeks to level up with new ways of play and Hollywood adaptations
“Another is Marvel's Blade, the game based on the half-vampire Daywalker from the comics, made famous by Wesley Snipes' rendition on the big screen.”
“I'm not at liberty to say when [we'll see more],” Howard teases, “but I saw some stuff just yesterday [on May 21] and the folks at Arkane [Studios, the developers] are doing a really, really great job.”
via: Entertainment Weekly
ew.com/xbox-25th-anniversary…
Great interview with Raf about the origins of @ArkaneStudios and the evolution of the studio's philosophy, and how that translates now at @WolfEyeGames .
Replying to @_microCosmik_
Sebastien Mitton retweeted
That suit. Those claws...
Congratulations on the reveal @insomniacgames! We can't wait to learn more next year.
"Death's always waiting. But not for me."
Hey, Bub. Dig your claws into our new trailer for Marvel's Wolverine, coming to PlayStation 5 consoles Fall 2026: insom.games/MWPS5-Trailer
#WolverinePS5
Sebastien Mitton retweeted
Indiana Jones and the Great Circle: The Order of Giants arrives September 4.
beth.games/43XqUyD
Sebastien Mitton retweeted
2 years fly by~
So glad Chai and the gang are leaving an impact on players!
I’ll have to do an anniversary replay!
Passion, camaraderie, art and video games, what else? I've doing some archeology of my own and through great peril I was able to dig up this other one from Mathieu Reydellet who was also apparently part of the @machinegames fanart secret society!
Tack Jerk, Axel och hela @machinegames-teamet för att ni gläder oss varje gång med ett spel som överträffar det förra, och tack för er äkthet och ert mod, som har en enorm inverkan på spellandskapet. Heja Indiana, länge leve MG!
❤️
Sebastien Mitton retweeted
Would you like a new Dishonored wallpaper for your phone?
Download Link: beth.games/4dWOwGH































