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Revisiting New London #4 - Bringing Back to Life Iconic Illustrations

Frostpunk · Community Announcements · July 24, 2026

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Hello Citizens,

Today, we are back with another dev diary where our experts from different fields share how they work on the Frostpunk 1886, and one that is deeply woven into the emotional fabric of Frostpunk 1886: 2D Illustrations Production Pipeline. Frostpunk has always been about details and creating the feeling that every breakthrough, law, and dilemma is personal and shaped by your own decisions.

And we know how many of you would like to see the gameplay parts of the future Frostpunk already. We just ask you for a little bit more patience, we are currently preparing for you to see old well-known gameplay in a new light, and new content as well soon! We decided to start from visual side of the Frostpunk 1886, and as soon as we will be moving closer to the launch there will be more gameplay-related topics to show one they will be ready. <3

Today Piotr Gajda - 2D Artist and Illustrator would like now shed more light on how the reimagined artwork will make Frostpunk 1886 feel more emotionally striking than ever before, and share his craft for future aspiring illustrators in the game development:

When you first looked at Frostpunk's original illustrations, what felt timeless, and what did you immediately want to improve?

When Frostpunk was released, I was not yet working in the industry. When I first played it, I was completely captivated by its atmosphere. At the time, I didn't think about the technical side of creating the artwork; what mattered was how it affected my emotions, and it worked brilliantly. The animated layers also added tremendous value. Now that I am on the other side of the process, I wanted to preserve the spirit and atmosphere of those illustrations while improving key elements that had aged over time. We want to do it in such a subtle way that someone who played Frostpunk 1 eight years ago might not notice the difference at first glance. It’s a bit like giving them exactly what they remember, rather than jarringly changing the vision.

Are there completely new illustrations being created for FP1886, or is this purely a refinement?

Yes, there will be new illustrations, and quite a lot of them! There will be new laws, an entirely new path, consequences, and more. In short, you will see something brand new almost everywhere you look. At the moment, our strategy is to refresh all existing content based directly on the original illustrations, while all completely new content receives brand-new artwork from scratch. Later in production, we will review everything as a whole, identify pieces that stand out in quality, and determine whether any older illustrations look outdated enough to warrant being entirely recreated.

Walk us through your refinement process; how do you take a piece from 2018 and make it shine for 1886?

From a technical standpoint, we want to achieve something similar to an "RTX ON" effect. Higher Resolution & Detail: Every texture and stroke is sharpened. Improved Contrast & Balance: Making the cold tones feel even colder and the fires harsher. Facial Emotion: Giving the citizens true expressions without changing the overarching somber tone. I want the illustrations to be perceived the same way they were in 2018, while hopefully evoking even stronger empathy and dread in players.

What are the biggest artistic challenges when conveying both intimate human drama and the immense, crushing scale of Frostpunk?

It is often tempting to cram a massive amount of story into a single image, but the saying “too much of a good thing” definitely applies here. When creating illustrations, we constantly need to discuss what is most important in a given event so that the image remains clear, readable, and hard-hitting.

Were there any concepts that looked promising but ultimately didn't fit the final vision?

Yes. Sometimes we completed an illustration and then took a step back and changed the concept entirely. Occasionally something works incredibly well at the sketch stage, but the final rendered version doesn't communicate the precise narrative beat we wanted. That is a natural part of production. We even have a folder of rejected works that could certainly be used somewhere, but currently have no place in the frozen wastes.

What subtle details or storytelling visual motifs are woven into the new illustrations that players might miss at first?

We know how much fun our community has searching for little hidden details, easter eggs, and references, so I am absolutely not going to answer that question! You'll have to find them yourselves :)

Which illustrations best capture this massive leap in quality?

I think the small dilemmas are my favorite reworked images. Since most of them are character portraits, we were able to convey far more emotion and psychological toll than in the original versions.

How has your approach to art evolved through your work on Frostpunk?

Previously, I loved creating landscapes and architectural concepts; I was much closer to environmental art. Here, I truly developed my storytelling skills and learned how to convey emotions through gestures and facial expressions much more effectively. I used to be obsessed with details, whereas now it is easier for me to accept an unfinished element that ultimately won't even be visible in the final illustration. The big picture and the feeling are what matter.

How important is 2D illustration in defining a game's identity?

In my opinion, it is just as important as every other element of the game. Everything has its place, and I believe that if any component; be it the music, the code, or the artwork; were missing, the entire experience would suffer significantly.

Are there games or illustrators whose visual work you find yourself returning to for inspiration?

The range is quite broad! I love the dark fantasy style of Path of Exile 2, the stylized aesthetic of Age of Wonders 4, and the strange fantasy elements of Soulframe and Warframe. I'm also inspired by the strong post-apocalyptic atmosphere of Stalker 2 and Arc Raiders, and the large-scale combat and atmosphere found in titles like Where Winds Meet, Mount and Blade, and Conqueror's Blade. Perhaps not strictly artistic inspiration, but flying through space in Elite Dangerous using VR goggles made a huge impression on me, especially in terms of conveying scale. Whenever something impresses me in a game, I immediately track down the artists behind it!] At the end, we couldn’t resist asking about the personal gaming side of Piotr: What are you playing right now? \[Path of Exile 2, Conqueror's Blade, Crimson Desert, and Throne and Liberty. I really enjoy MMORPGs and I am always happy when even a minimally playable title appears that I can spend thousands of hours in. If anyone ever dared to compete directly with Conqueror's Blade, I would gladly devote a great deal of time to it. Judging by my answers, it is clear that I am strongly drawn to various forms of fantasy and medieval history.

Piotr's advice for future game illustrators:

This may be an unpopular opinion, but in my view, you must love creating art even when there is no money involved. You need to derive genuine satisfaction from it and continue developing on your own, and success will eventually come. I have seen plenty of advice online suggesting that artists should focus exclusively on whatever topics are currently fashionable in order to build a portfolio, but I believe the most important thing is to create what you genuinely enjoy. And one more thing: if you are not yet working in the industry, that does not mean you have failed as an artist. Keep creating.

Voices of the City

As with every upcoming episode, the City is calling for your feedback! If you have any questions, suggestions, or ideas about this 2D Art update, share them in the comments or our Discord channel! Stay tuned, Citizens. And remember: The City Must… ~ 11 bit studios Team

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