Where did Lucidity’s lovely dreamscapes come from?
Molly Denmark is a long-time LucasArts veteran, having worked on the Monkey Island franchise (including the Special Edition), Gladius, and plenty of Star Wars games along the way. Her role on Lucidity was to come up with the background themes, and to create the natural sense of flow between one theme to the next. Hit the jump to see her work.
Here’s what Molly has to say about the three panels shown here:
“This is an early-early concept, my first stab at what the worlds would be. Sofi is an adventurer. I imagined her dreaming of places that would make her happy, like running through an open sunlit cornfield, or dreams of exploring through space.
“Flying is a common dream people have. This would be a nightmare for me; I’m phobic of flying. So then, I thought, ‘What would Sofi’s nightmares and phobias consist of?’ I’ve talked to several people who enjoy flying , but are terrified of the open ocean and drowning. This is where the underwater concept came from.
“The style evolved a bit from here, but these first drawings were where the basic themes coalesced for the first time.”

Stars, sea, and field: early concepts for the themes in Lucidity
Lucidity on XBLA
Gorgeous-looking presentation, though I wasn’t that keen on the game itself.
Her and her hubby both seem über talented. Moar arts pls!