Design Fiction: fashion for computer game character design

http://community.eidosmontreal.com/blogs/Fashion-of-Deus-Ex

Credible, Sophisticated, Unexpected: The Fashion of Deus Ex

Posted by Valerie Bourdeau

"The stylistic choices in Deus Ex were not (well, not only) based on the whims of the Art Director. They were educated speculation informed by a whole lot of research into contemporary advances in architecture, industrial design, urban planning and fashion. The art team aimed to create environments, props and characters that look and feel like they belong in a fully realized universe. Clothing is a small but omnipresent part of that work, as it allows us to show rather than tell all kinds of physical and symbolic information about the game world.

"To contribute effectively to the immersive experience, the fashion first had to be credible. One of the strategies employed to make things in the game look real was to show evidence of how they were made. The clothes worn by every character look like they're made of realistic materials, with visible seams, zippers and closures, and signs of wear and tear. If you have some experience sewing, you should be able to see how each garment was constructed.

"Instead of putting everyone in shiny jumpsuits and calling it futuristic, the artists took inspiration from real contemporary fashion designers like Andreia Chaves, Iris Van Herpen, Gareth Pugh and Issey Miyake...." (((Well, yeah... if you're gonna do fashion, why not just go ahead and extrapolate what really exists on the catwalk?)))