"It's hard for me to recall a particular escalator or waiting room. "One thing that's interesting about these kinds of locations is the way they resist particular examples," explains Burton. As you navigate each scene, the game holds you transfixed as you watch these humming, chirping, prosaic zones transform into uncanny spaces and forms. These junkspaces do seem creepy in a sanitized way or offer a kind of disconnect which is what makes them so suited to be turned upside down, like in Islands. Burton's style makes the mundane eerie, highlighting its otherness, the idea that lurking beneath the humdrum lies something unfamiliar. Or maybe you've seen his episode artwork for season two of the Serial podcast. You might be familiar with Burton's work through his atmospheric GIFs. The game presents those types of settings as architectural vignettes that you transform into oddly functional, surreal versions of themselves. It was partly inspired by Marc Augé's book Non-Places: An Introduction to Supermodernity where he describes someone traveling through these kinds of liminal places." "The kinds of places you move through on your way to somewhere else. ![]() ![]() "The inspiration came from mundane places like parking lots, baggage claims at airports, hotel lobbies, strangely neutral corporate areas," Burtons tells The Creators Project.
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