>>5439751So for example, Berceuse is the typical fairytale white sky castle city in my games. Think of LOTR Gondor White Spires, literally Disneyland or that Neuschwanstein castle thing but with a lot more soaring spires and verticality, it is also a bit inspired by Gormenghast and Elsinore from Hamlet, and inevitably hive cities from Necromunda. Berceuse itself is named after the piece by Chopin op.57 (I could never hope to play this one, I did the easier Nocturne op27 also in d flat instead).
I got this thematic design idea strangely enough from an analysis of how Bungie made Destiny. (This was before they turned it into a horrible GaaS model, back when everyone still expected the people who made Halo to create a beautiful sci-fi story lol).
Apparently what they did was list huge amounts of archetypes and just mash / meld them together, citing lots of sci-fi films and other videogames etc.
I think they called this process "touchstones" using visual references like: what if you blended angels, vampires, elves and ghosts... in space lol. Here is the article I remember reading on their creative process back in 2013
https://www.polygon.com/2013/3/28/4158618/destiny-bungie-gdc-concept-artNote how they pay a lot of attention to small details like fashion etc. This is crucial to the feel and look of the worldbuilding process.