If you were not looking for the video game book, but rather the concept of "Control Art" in design, here is a brief summary:
Concept art revealing how the building’s interior shifts and morphs, reflecting the chaos of the Hiss invasion.
Developing content for an artbook based on Remedy Entertainment's Control requires a deep dive into its unique "Super-Brutalist" aesthetic and New Weird narrative. A comprehensive structure would mirror the official Art and Making of Control by Future Press , covering everything from initial concept sketches to detailed world-building. 1. The Vision: Conceptual Foundations The New Weird: Explore the inspirations behind the game’s tone—blending bureaucratic mundanity with reality-warping horror. The Duality of Order vs. Chaos: Visual representations of the FBC (order) clashing with the Hiss (chaos). Brutalism on Steroids: Concept art focused on the architectural style of the Oldest House, emphasizing hulking concrete structures and shifting geometry. 2. The Oldest House: Environment & Level Design Sector Highlights: Sketches and final renders for iconic areas like the Executive, Maintenance, and Research sectors. Shifting Spaces: Visual breakdowns of how rooms transform and rearrange in real-time. Prop Design & Signage: Meticulous details of FBC equipment, from retro-tech computers to specific bureaucratic signage and blueprints. 3. Characters & Entities Jesse Faden : Exploration of her design evolution, wardrobe, and the Director’s suit. The FBC Staff: Designs for Caspar Darling, Pope, and the Janitor (Ahti). The Hiss & Altered Items: Bestiary of corrupted enemies and the strange objects that anchor Altered World Events (AWEs). 4. Behind the Scenes: The Making Of Development Timeline: Insights from early ideas (like punch-card keycards) to the shipping version. Team Interviews: Conversations with Creative Director