In this episode of Main Quest, Eddy sits down with Jeremy Cook, a veteran art director and concept artist whose career has crossed some of the biggest worlds in entertainment, including Star Wars, Halo, Doom, Quake, Blizzard, Blur Studio, and Exodus.
The conversation explores how great game art works when players are not thinking about it. Jeremy breaks down the difference between designing for film and designing for games, why believable sci-fi needs both function and style, and how artists guide players through worlds using shape, lighting, detail, readability, and restraint.
From designing Jedi Temple interiors for Star Wars: Episode III to explaining why Helldivers 2 feels so immediately satisfying, Jeremy offers a rare behind-the-scenes look at the decisions that make fictional worlds feel real. The episode also digs into Helldivers 2’s visual DNA, its connections to Halo, Star Wars, Warhammer 40K, and Starship Troopers, and why Arrowhead’s simple sandbox of tools, enemies, and problems keeps creating unforgettable moments.
For fans of Helldivers 2, Halo, Star Wars, Doom, sci-fi art, game development, and the hidden craft behind modern games, this is one of the most insightful Main Quest conversations yet.
00:00 - Designing Star Wars Tech for Ewan McGregor
02:10 - Meet Jeremy Cook
06:45 - Blur Studio, Tim Miller, and the Big Break
14:00 - Why Great Art Should Hide the Tools
18:00 - How Spaceships Become Believable
29:00 - Building Jedi Temple Interiors for Star Wars
34:00 - Why Games Are Harder Than Film
38:00 - High Poly, Low Poly, and the Magic Trick of Game Assets
48:00 - Does Art Create Escapism in Games?
52:00 - Why Helldivers 2 Feels Like Halo, Star Wars, and 40K
57:00 - Breaking Down the Automaton Designs
01:01:00 - Why Helldivers 2 Feels Fresh Every Mission
01:08:00 - Jeremy Cook’s New Sci-Fi RPG, Exodus
01:15:00 - Why Game Developers Need to Play Games