Aleksander Rostov, Disco Elysium’s art director and creative co-lead, breaks images down into choices an artist can control: colour, light and dark values, texture, edges and composition.

At 7:54, he separates colour from brightness to show how much information comes from value. Later, he explains soft and sharp edges through the difference between a form turning away from light and an object casting a shadow.

I’d pick this for understanding illustration, not for a step-by-step account of how Disco Elysium was made. The examples go beyond games, and the keynote spends its opening minutes on broader ideas about art before reaching those practical concepts.

  • Speaker: Aleksander Rostov

  • Event: FTW! 2024, published by Serbian Games Association

  • Running time: 30:37; keynote starts at 0:20

  • Topic: illustration and art direction

Recording and thumbnail: Serbian Games Association. Speaker credits, description and relevant auto-generated transcript passages checked on 16 October 2026.