Man, that really sucks. the art direction in each of the games he worked on was unlike anything else out there. He really brought something special to those projects.
I didn't recognize "Dishonored" as a game title at first and thought that his public image was damaged by something.
Shame to hear of such talent leaving us so early. I've been wanting to replay Dishonored, and play the 2nd for the first time; I might make the time now.
Jindosh's mansion was peak mechanical map design. A house that changes its architecture a couple of times with the pull of a lever is amazing. Even more so knowing that most of the walls and floors are mechanically sound, like they could be built IRL. It's unlikely we'll see something like that again for at least another decade given how poorly AAA developers are doing these days. You can spend hours inspecting every nook and cranny of the place to see how everything just mechanically fits together.
Second response about level design which is a HUGE deal for me (my most replayed game is Portal 2 with uh, over 50 replays 🥴), if it goes on sale while I'm playing the first one I'm definitely picking it up. Thanks!
Growing up in Eastern Europe, HL2’s visuals connected so much with me. Viktor was from Sofia, so that city served as the basis for City 17. When I played Dishonored, I was also blown away by the art style, and only realized it was him later.