H.R. Giger’s work needs no introduction, and also has a special place in the history of horror media. You’ve said that Scorn is inspired by that same line of work, but how much of the experience revolves around that?
The experience revolves around similarity in subject matter. Subject matter that Giger explored in his work. It’s not similar to his work for similarity’s sake. And no, it’s not about aliens.
It definitely seems like everything in Scorn – from the weapons to the enemies to the world itself – is taking a lot of cues from Giger’s work. Does that, in a way, also allow you to let your imagination run wild as designers and developers when it comes to creating things like the sort of weapons players will be using, and the enemies we’ll be running into?
It’s not about taking cues from his work. It’s about developing ideas and concepts you want to explore and then making it work in a context of the world. Doing it any other way would be just surface deep, without any substance.