Making The Invincible: crafting its "painterly unrealism"

Making The Invincible; a 1950s robot carries an astronaut over a red planet's sandy surface
(Image credit: Starward Industries / 11Bit Studios)

It's no secret I loved my time playing The Invincible for our PS5 review, its blend of retrofuturism, classic sci-fi art influences and great storytelling really came to life. There is a clear passion for 1950s design and the challenge of bringing Stanisław Lem's novel to life as a video game. 

Below, The Invincible's art director Wojciech Ostrycharz shares his insights into how the game was made, the art influences that affected its visual design, from Chris Foss to Syd Mead, as well as how Unreal Engine brought Lem's 1950's sci-fi world to life. 

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Editor, Digital Arts & 3D

Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on digital art, VFX and video games and tech, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5.