![]() Magnifying the problem was the fact that there wasn't much point to having our four heroes standing around in a void. On the minus side, giving four characters equal space made them all quite small, wasting a lot of valuable box real estate without doing the one thing good box art is supposed to do: catch the eye. On the plus side, this avoided any confusion about one character being more prominently featured (and thus more "important") than the others: Next we tried spacing the four characters out at equal size. So a lead character filling up the front of a game box was out. Pretending otherwise, we decided, was just misleadingif the box art is selling a different game than the one in the box, it's not doing its job. Typically, for a video game (or DVD or book) cover to be eye-catching, there'll be a single prominent element front and centerour "hero" character, for example, with ancillary characters standing around in the background:Īs a multiplayer game with an emphasis on teamwork, though, Left 4 Dead didn't really have a central character. Our first designs focused on Bill, Louis, Francis and Zoey, the four lead characters that players would be guiding through Left 4 Dead's post-apocalyptic zombie wasteland. As you'll see, there were quite a few attempts along the way, all of them eventually abandoned. Most gamers only ever get to see the finished product of a game cover, so we thought some of you might find it interesting to hear the process that led to Left 4 Dead's final art. ![]() My name is Jeremy Bennett, and I'm an artist at Valve. Lose the Thumb: Creating Left 4 Dead's Box Art ApJeremy Bennett
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