{"id":1173243,"date":"2026-02-13T10:41:07","date_gmt":"2026-02-13T10:41:07","guid":{"rendered":"https:\/\/www.polygon.com\/?p=556198"},"modified":"2026-02-13T10:41:07","modified_gmt":"2026-02-13T10:41:07","slug":"immortality-design-works-is-one-of-the-biggest-game-art-books-to-date","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/immortality-design-works-is-one-of-the-biggest-game-art-books-to-date\/","title":{"rendered":"Immortality: Design Works is one of the biggest game art books to date"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/immortality-design-works-is-one-of-the-biggest-game-art-books-to-date.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">At nearly 600 pages, including the game\u2019s complete screenplay \u2014 and more than a dozen bonus trinkets in the Deluxe Edition \u2014 Lost in Cult\u2019s upcoming <a href=\"https:\/\/www.lostincult.co.uk\/immortality\"><em>Immortality: Design Works<\/em><\/a> isn\u2019t the sort of book you fit neatly into your collection; it\u2019s the sort of book you build a collection around.<\/p>\n<p class=\"has-text-align-none\">The fifth entry in the U.K. publisher\u2019s Design Works series, the <em>Immortality<\/em> book dives deep into <a href=\"https:\/\/www.polygon.com\/reviews\/23327003\/immortality-review-game-pass-netflix-sam-barlow-her-story-pc-xbox-series-x-mac-ios-android\">one of Polygon\u2019s favorite games of 2022<\/a>, the FMV game that answers the question, \u201cWhat happened to Marissa Marcel?\u201d Mixing artwork with archival photos, interviews, and analysis, <em>Immortality: Design Works<\/em> will be shipping soon, so we reached out to get a bit more detail on what to expect.<\/p>\n<p class=\"has-text-align-none\">As part of an effort to spotlight game-related books and documentaries, Polygon is running an email interview series with the people behind them. <a href=\"https:\/\/www.polygon.com\/gaming\/545842\/video-game-book-and-documentary-interviews\">Check out the full list<\/a> to read up on an <em>Untitled Goose Game<\/em> book, a Housemarque documentary, and others. Below, <em>Immortality: Design Works<\/em> book author Chris Schilling discusses the game, thermo-reactive ink, and Lost in Cult\u2019s highest page count to date.<\/p>\n<p class=\"has-text-align-none\"><strong>Polygon: The book looks like it includes a bit of everything. What percentage is the game\u2019s script and what percentage is writing about the game, artwork, etc.?<\/strong><\/p>\n<p class=\"has-text-align-none\"><strong>Chris Schilling:<\/strong> It\u2019s hard to break down into percentages; suffice it to say that the complete <em>Immortality <\/em>screenplay alone runs to more than 400 pages. The rest comprises a detailed oral history, interspersed with features covering individual aspects of production \u2014 from how Half-Mermaid and crew achieved a period-perfect look for three fictional films to the game\u2019s haunting sound design. In total, it\u2019s close to 600 pages, making it Lost In Cult\u2019s biggest individual book to date.&nbsp;<\/p>\n<p class=\"has-text-align-none\"><strong>The store listing mentions &#8220;thermo-reactive ink that responds to the heat of your hands.\u201d Can you explain how that works and what&#8217;s hidden in there?<\/strong><\/p>\n<p class=\"has-text-align-none\">That would be telling! We\u2019d like readers to discover it for themselves, but the description basically says it all \u2014 if you place your hands on certain pages, you\u2019ll reveal what\u2019s hidden beneath the surface. It works if you hold a flame nearby, too, though we wouldn\u2019t advise that!<\/p>\n<p class=\"has-text-align-none\"><strong>What\u2019s an obscure detail most people wouldn\u2019t know that you learned about the game while working on the book?<\/strong><\/p>\n<p class=\"has-text-align-none\">Because of the game\u2019s intricate nature, and how the scenes are interconnected, all the actors had to stick very closely to the script. But there was one moment where an accident forced a particular actor to ad-lib a line, which was so good it was kept in. It\u2019s a really funny anecdote, so readers should look out for that one. Also, one of the production team [members] made an unexpected cameo in the game that no one knows about; again, I\u2019ll preserve the surprise for the book. The last thing I\u2019ll add is that you\u2019ll learn at least as much about the filmmaking process as the game part \u2014 just about everyone I spoke to offered illuminating insights into their roles, but chatting with the game\u2019s BAFTA-nominated costume designer Kerry Hennessy was a particular treat: that has to be one of the most enjoyable interviews I\u2019ve ever done.&nbsp;<\/p>\n<p class=\"has-text-align-none\"><strong>At a glance, it looks like the Deluxe Edition has about 15 items in the box. Anything you wanted to include that you weren\u2019t able to?<\/strong><\/p>\n<p class=\"has-text-align-none\">At Lost In Cult we\u2019re always keen to push the boat out and give our readers as much bang for their buck as possible. As a writer, I invariably feel like I could have done more \u2014 but extending the page count further could have made an already massive book quite unwieldy! I think the Deluxe Edition makes for a pretty comprehensive package \u2014 especially the in-fiction extras which provide some telling extra details. In particular, Manon Gage\u2019s in-character script annotations as Marissa Marcel will be catnip for <em>Immortality<\/em> fans; discussing those with her was one of my personal highlights of the project.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/q-and-a\/556198\/immortality-design-works-book-interview\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>At nearly 600 pages, including the game\u2019s complete screenplay \u2014 and more than a dozen bonus trinkets in the Deluxe Edition \u2014 Lost in Cult\u2019s upcoming Immortality: Design Works isn\u2019t the sort of book you fit neatly into your collection; it\u2019s the sort of book you build a collection around. The fifth entry in the U.K. publisher\u2019s Design Works series, the Immortality book dives deep into one of Polygon\u2019s favorite games of 2022, the FMV game that answers the question, \u201cWhat happened to Marissa Marcel?\u201d Mixing artwork with archival photos, interviews, and analysis, Immortality: Design Works will be shipping soon, so we reached out to get a bit more detail on what to expect. As part of an effort to spotlight game-related books and documentaries,&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/immortality-design-works-is-one-of-the-biggest-game-art-books-to-date\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1173244,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1173243","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Immortality: Design Works is one of the biggest game art books to date | Arcader News<\/title>\n<meta name=\"description\" content=\"At nearly 600 pages, including the game\u2019s complete screenplay \u2014 and more than a dozen bonus 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