In 2008, Mirror’s Edge stood out from typical Unreal games, but its fast-paced movement caused players to experience motion sickness.

In the nearly 18 years since its debut, Mirror’s Edge has earned a stellar reputation for its vibrant architecture and clear blue skies. Interestingly, this wasn’t the original vision from developer DICE.

In a recent interview with Design Room, the creators shared insights into the game’s unique aesthetic, revealing that Mirror’s Edge was initially intended to fit in with its darker, post-apocalyptic counterparts like Gears of War and Fallout 3, sporting a rather drab yellow hue. However, this grim version of the game was so off-putting that it made players feel nauseous.

Senior producer Owen O’Brien noted, “Mirror’s Edge started off looking like every other Unreal game, to be honest.” He emphasized the importance of listening to player feedback, explaining that fast-paced movement through a cluttered world often led to simulation sickness. The team discovered that simplifying the environment and opting for a cleaner design significantly reduced this discomfort.

It seems players have an innate preference for visually appealing games. This realization ultimately benefited Mirror’s Edge, steering it away from the typical look of 2008 titles.

Art director Johannes Söderqvist described the game’s early art as “generic,” filled with clichéd dystopian elements like rundown rooftops reminiscent of New York, complete with water towers. In contrast, the final design features sleek, futuristic silver skyscrapers. He remarked that the initial version looked “pretty brown, like a regular game,” which, while decent, lacked any distinctive style.

“Holy s***, jumping is back”: After 11 years, Assassin’s Creed Mirage reintroduces the parkour feature fans have longed for since Unity – a dedicated jump button.

Rank Player Score Time
End of Article

© 2026 Times Horizon Private Limited

Privacy Policy
Write what you are looking for, and press enter to begin your search!
Loading ...