The unexpected blueprint behind a modern RPG look
When players first step into Disco Elysium, the world feels immediately distinctive: the camera sits high above the action, the characters look painted rather than rendered, and the lighting seems to give every street corner a mood of its own. That visual identity did not emerge in a vacuum. The team at ZA/UM studied the visual techniques used in another major role-playing game, Pillars of Eternity, and treated it as a practical reference for how to modernize an isometric RPG without losing the texture and atmosphere that make the genre feel alive.
What makes this story interesting is that the influence was not about imitation in a shallow sense. It was about learning how to solve a familiar design problem in a fresh way. Isometric RPGs have a long tradition, but they also carry a technical challenge: how do you make a largely flat world feel layered, dynamic, and immersive? For ZA/UM, the answer was to look carefully at how Obsidian approached that problem and then build something new from the lessons they found there.
Why Pillars of Eternity mattered so much
Pillars of Eternity was more than another fantasy RPG release. It represented a return to form for Obsidian, a studio associated with deep role-playing systems and branching dialogue, and it arrived at a time when many fans were eager for a modern successor to classic computer RPGs. Its use of an isometric presentation and rich environmental detail helped prove that a contemporary game could still draw energy from older genre conventions without feeling outdated.
For artists and developers trying to craft a similarly grounded world, the game offered a useful example of how to combine old-school perspective with modern rendering techniques. Rather than leaving the environment looking rigid or purely decorative, Pillars of Eternity demonstrated how lighting, shading, and layered textures can create a convincing sense of depth. That visual logic became a kind of reference manual for ZA/UM while they were defining the look of Disco Elysium.
The key lesson was that an isometric game does not need to look static. With the right pipeline, even a viewpoint associated with tabletop maps or classic CRPGs can support atmospheric storytelling. That insight helped ZA/UM imagine a game world that felt novel while still belonging to the lineage of PC role-playing.
Studying the craft instead of the surface
According to the account from ZA/UM’s artists, the team did not simply admire the final appearance of Obsidian’s game; they examined how it was made. They paid attention to the rendering pipeline, especially how a scene could be built using separate passes for height and normal information before lighting was applied. Those details matter because they reveal how depth can be simulated on a largely flat base.
That sort of technical study is often what separates a visually memorable game from one that feels generic. Once the team understood how a modern isometric scene can be assembled, they had a foundation for making deliberate choices in their own project. Instead of treating the art style as a decorative afterthought, they could shape it around the engine’s capabilities and the tone of the story they wanted to tell.
In practice, this meant leaning into a look that feels hand-crafted, expressive, and slightly painterly. The city in Disco Elysium is not trying to look like a literal simulation of real space. It is trying to communicate social decay, political tension, memory, and ambiguity. The visual system therefore had to support mood just as much as geometry.
A “cover band” approach to reinvention
The most memorable way the ZA/UM artists described their process was by comparing it to a cover band. That phrase is revealing because it captures both respect and distance. A cover band does not deny the original song; it learns it, performs it, and then filters it through a different sensibility. The result can feel faithful, but it can also highlight new details that were previously overlooked.
That is a useful metaphor for art direction in games. Rather than chasing absolute originality at any cost, a team can take an established formula and reinterpret its language for a different emotional purpose. In this case, the “song” was the modern isometric RPG, and the “performance” became Disco Elysium’s distinctive mix of flat planes, character models, strong shading, and atmospheric effects.
The phrase also helps explain why the influence does not make the later game feel derivative. The point was not to reproduce another title’s identity. It was to absorb a successful solution and then adapt it to an entirely different kind of experience: one focused less on combat spectacle and more on dialogue, investigation, and inner conflict.
How the visual style supports the story
One of Disco Elysium’s greatest strengths is that its art direction never feels separate from its writing. The city is shabby, windswept, and often melancholic, but it also contains flashes of color and surreal detail that suggest a larger emotional landscape. This balance works because the art style does more than set a scene; it mirrors the protagonist’s unstable perception and the fractured social world around him.
An isometric frame is especially useful for that kind of storytelling. It gives the player enough distance to observe the environment analytically, but not so much distance that the world loses intimacy. Characters can still occupy the stage like actors in a miniature drama, while the surroundings remain dense with clues, history, and symbolism.
By borrowing the structural lessons of Pillars of Eternity and adapting them to a more literary, psychological game, ZA/UM turned a technical decision into an artistic statement. The result is a world that feels almost tactile in its decay. Cracked sidewalks, worn interiors, and foggy exteriors all contribute to a setting that communicates mood before a single line of dialogue is spoken.
What makes modern isometric RPGs visually effective
The rise of games like Pillars of Eternity and Disco Elysium showed that the isometric format remains powerful when used with care. Its continued appeal comes from several strengths:
- Clear spatial readability: Players can understand environments quickly and navigate complex scenes without confusion.
- Strong artistic control: Developers can compose scenes like dioramas, controlling perspective and focal points.
- Atmospheric flexibility: Lighting and texture can dramatically alter tone, from warm fantasy to bleak urban realism.
- Character emphasis: Because the camera is elevated, animation and silhouette become especially important.
- Genre continuity: The viewpoint connects modern RPGs to classic computer role-playing traditions.
These strengths help explain why Disco Elysium works so well visually. The game uses the camera not just to show the world but to frame the act of investigation. The player reads the environment the way a detective reads a crime scene: from a distance, but with attention to detail.
From inspiration to identity
Every creative medium borrows from its predecessors. The difference between routine borrowing and meaningful transformation lies in intention. ZA/UM did not seem interested in hiding the fact that they were learning from Obsidian’s work. In fact, they were open about the process of studying a different game’s rendering approach and extracting useful techniques from it.
That openness matters because it reflects a healthy creative culture. Game development rarely advances through isolated genius alone. More often, it evolves when teams observe what works, ask why it works, and then adapt those ideas to new goals. Disco Elysium stands as a strong example of that process in action: a game that feels singular while still being part of an ongoing conversation about how RPGs should look and feel.
The visual result is a world with a clear artistic personality, but one that also carries the DNA of a broader genre evolution. The influence of Pillars of Eternity did not lock Disco Elysium into a preexisting mold. It gave the team a reliable starting point from which they could explore a more unusual narrative and a more emotionally specific setting.
A quick comparison of the two games
| Aspect | Pillars of Eternity | Disco Elysium |
|---|---|---|
| Primary goal | Revive classic CRPG traditions | Build a narrative-first detective RPG |
| Visual emphasis | Fantasy environments with modernized depth | Painterly urban decay and mood-driven scenes |
| Shared influence | Isometric presentation and layered rendering | Isometric presentation and layered rendering |
| Design outcome | Classic-inspired role-playing revival | Distinctive art style for a literary RPG |
This comparison shows how a shared technical foundation can lead to very different artistic results. The camera angle and rendering methods are only tools. The meaning comes from how those tools are used to serve each game’s themes.
Why the story still resonates
Fans often enjoy behind-the-scenes stories because they reveal that memorable art is rarely accidental. In this case, the tale of ZA/UM poring over Obsidian’s work offers a glimpse into how carefully game artists study their craft. It also highlights the continuity between generations of RPG design. One studio builds a comeback fantasy epic; another studies its methods and uses them to support a very different kind of literary detective story.
That connection also helps explain why Disco Elysium feels so assured visually. Its look was not assembled casually. It was shaped through observation, experimentation, and a willingness to learn from a respected predecessor. The result is a game that feels both familiar and unique, which is often the sweet spot for the best art in interactive media.
Frequently asked questions
Did ZA/UM copy Pillars of Eternity directly?
No. The studio appears to have studied the earlier game’s technical approach to isometric rendering and lighting, then used those lessons to build a new visual identity for Disco Elysium.
Why use an isometric camera at all?
An isometric perspective offers clarity, strong composition, and a sense of tabletop-like control. It works especially well for RPGs that want to emphasize worldbuilding and dialogue.
What made the art style of Disco Elysium stand out?
Its combination of painterly surfaces, careful lighting, and atmospheric urban design gave the game a look that felt both literary and tactile.
Is Pillars of Eternity important to modern RPG history?
Yes. It helped reinforce the viability of classic-style party RPGs in a modern market and showed how older genre ideas could be refreshed with contemporary presentation.
Final thoughts
The link between Pillars of Eternity and Disco Elysium is a reminder that visual style in games is often built through study as much as invention. The most striking art directions usually come from teams that understand the work of those who came before them and then push the format into new territory. ZA/UM’s approach turned technical curiosity into a memorable aesthetic, proving that even a “cover band” can end up making something iconic when the performance is smart, disciplined, and emotionally true.
References
- Disco Elysium devs built the RPG’s visual style as a “cover band” for Obsidian’s “great comeback game,” Pillars of Eternity — GamesRadar+. 2024-??-??. https://www.gamesradar.com/games/rpg/disco-elysium-devs-built-the-rpgs-visual-style-as-a-cover-band-for-obsidians-great-comeback-game-pillars-of-eternity/
- Pillars of Eternity — Obsidian Entertainment. 2012-09-18. https://www.obsidian.net/games/pillars-of-eternity
- About ZA/UM — ZA/UM. 2026-05-20. https://zaumstudio.com/
- Disco Elysium — ZA/UM. 2019-10-15. https://zaumstudio.com/disco-elysium/

