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Magic: The Gathering Drive to Work Podcast

#1171: Duskmourn Art with Ovidio Cartagena

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 13 September 2024

⏱️ 31 minutes

🧾️ Download transcript

Summary

In this podcast, I sit down with Ovidio Cartagena, the art director for Duskmourn: House of Horror, to talk about the visual look of the set.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling on my driveway. We all know what that means. It's time for the drive to work at home edition.

0:07.2

So today I have a video Cartagena. We're going to talk about our direction of Dusk-Morn. So hey,

0:13.1

hey, video. Hey. Okay. So where do we start? So you're, I think we start, the idea, the two things we knew going into this,

0:24.8

it got greenlit was it is a horror set inspired by like 80s sort of modern horror.

0:33.2

And there was a house.

0:35.0

The whole thing was inside a giant house.

0:36.9

Those are the two things we signed on for.

0:39.6

So talk about, okay, you're the art director and you're given this assignment.

0:43.3

Where do you start?

0:45.5

Probably the earliest ideas was, I think I had just read a novel where there's a mansion that just keeps growing.

0:53.9

And we spoke in a world building team about making this a plain wide mansion.

1:01.1

And that snowballed into like, okay, you never get out of the mansion.

1:05.1

This is just all one house.

1:07.3

You never get at a house.

1:09.1

You're always going to be trapped here, even if you think you're

1:11.8

outside. So that's like the very first thing, and that got us off on the sprint. I remember

1:19.7

talking to Jose, hey, let's start playing around on how an outside looking environment might feel

1:26.2

like it's inside. Maybe there's a forest, but there's carpet on the floor inside maybe there's a forest but there's

1:28.6

carpet on the floor or there's walls or there's doors you know and there were some very early

1:35.2

concept art of that so one of the first things the first two things we were testing for was

1:42.8

how can we make this feel expensive and not claustrophobic?

1:47.6

You know, just like small spaces. No, we wanted big spaces because this is magic the gathering.

...

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