On The Record: Anastasia | Concept Artist | Developer Interview
- Shawny - Community Manager
- Dec 2
- 4 min read

“Every corner of Hopetown should feel like it remembers something you don’t”
On The Record | Developer Interview
Welcome back to On The Record, our behind-the-scenes series exploring the minds, methods, and inspirations of the Hopetown team.
This month we’re stepping into the concept stage, where mood becomes world, with Anastasia. From surreal architecture to everyday details that just feel a little off, Anastasia helps define Hopetown’s painterly tone and the uncanny nostalgia that shapes its world.
Before you dive into this developer interview, don’t forget to wishlist Hopetown on Steam to follow development and help us reach more players.


Between Realism and Dream
Tell us a little about yourself — who you are, and what you do on Hopetown
I'm an artist, I enjoy many kinds of creative work, but drawing has always had a special place in my heart. Over time, I discovered concept art! And now I enjoy helping and developing the art side of any project, over time, I’ve come across many interesting, sometimes even absurd ones.
At Hopetown, I work as a Concept Artist, so I get to combine the useful with the enjoyable.
How did you first get involved with the project? What drew you to Hopetown and its world?
I came across a job posting for a Concept artist, and it was such a surprising and exciting experience to actually get an interview invitation instead of silence. Especially during the interview with the art director, I had this feeling that it’s a place for enthusiasts — and it really is.
Hopetown has a painterly, surreal visual identity. How do you begin shaping a world that sits between realism and dreamlike memory?
I think I’m guided by intuition, perception, and other creative sources, especially music. I’m a big fan of Boards of Canada; their sound perfectly captures that feeling of being “between realism and dreamlike.”

Nostalgic Yet Strange
Hopetown is described as being “nostalgic yet strange.” How do you interpret that idea through your concepts and designs?
Take technology as an example, devices that have already fallen out of use, not too ancient so you still remember them — that’s where nostalgia comes in. And then when we reach the word strange, we turn on imagination and add something special, something that emphasizes that strangeness, even pushing it to absurdity if needed.
What emotions or moods do you want the visuals of Hopetown to evoke in players?
I think of nostalgia and liminality, and at the same time a sharp curiosity to explore this world, as if something is hidden from your eyes, yet so close.
The Imperfect and the Human
The people of Hopetown are described as rugged and imperfect. How do you capture that in your concept work — and what do you think makes a character or space feel authentically Hopetown?
I try to explore the character, their personality, habits, why they like one thing and not another. And that’s how we express it in a concept. It’s not a quick process. Through these steps and discussions, our team arrives at interesting solutions. Even a simple NPC hides an entire world. You can feel it through details, the environment they live in, what they wear, their hairstyle, etc. I don’t think this is something authentically Hopetown, we’re inspired by real people who live in unstable times, have doubts, and strange neighbours… just like in real life. The only difference is that we add a bit of mysticism to ordinary things, but that, too, exists in the real world.
Who or what are your biggest artistic inspirations — whether other games, films, or real-world influences?
As for games: MGR, Blasphemous 1 & 2, No Rest for the Wicked, Disco Elysium, Jazzpunk, Fallout: New Vegas, Deus Ex series. Also Goichi Suda and his games.
And music! So much music! An endless source of inspiration: Meshuggah, Primus, MASTER BOOT RECORD, Tool, Frank Zappa, Pink Floyd, Boards of Canada as I mentioned, and many more.
I’m also a big fan of the manga Blame! and brutalist concrete endless spaces.
If players walk away from Hopetown with one lasting impression from the art direction, what do you hope it will be?
Dreams… the feeling of a vivid dream where you’ve met many friends, or enemies!
Depends on the dreamer; maybe it’s even the desire to see that dream again and again.

Quick Sketches
Tea, coffee, or something else?
Tea worship!
One NPC you’d grab a drink with?
Joshua Graham from the Honest Hearts DLC in Fallout: New Vegas.
Weirdest Google search you’ve done for Hopetown research?
Pinterest once showed me a pigeon with enormous AI buttocks when I searched “pigeon.” Mesmerizing.
One song you’d add to the Hopetown art playlist?
Heart - Straight On
Biggest art inspiration?
Jeff Simpson, Kazuma Kaneko, Dave McKean — their wonderful art.

Closing Note
Hopetown lives in the space between the real and the surreal — a world that feels remembered, but not quite yours. Through Anastasia’s work, that uncanny nostalgia becomes a visual language of its own.

The Next Lead
Our next On the Record will spotlight another corner of development — exploring how story, art, and systems continue to weave together as Hopetown grows. Keep an eye on our dev blog and socials for the next instalment.

Join the Conversation
We’re building more than just a game — we’re building a community. Share your thoughts, theories, and favourite details from Anastasia’s interview in our Discord.
Until next time,
— The Hopetown Team


