The Art of... Source of Madness
The twin horrors of machine learning and procedural generation have been applied to monstrous effect for Carry Castle’s Loftcraftian rouguelite, Source of Madness. CEO and technical artist Per Formander takes us to the edge of reason
Per Formander, CEO and technical artist
HOW DID THE IDEA FOR THE GAME’S VISUAL DESIGN COME ABOUT? It was quite a long journey. Originally I was looking for a game asset pipeline that would suit our two-man team well. At that time, I made the decision of turning my sketchbook doodles into game assets. However, my drawings were in black and white and they didn’t really stand out as much as we would have liked. After a year in development, I found out about a new style transfer AI called Deep AI, that would use neural networks to translate hand-drawn images into assets (think what apps like Prisma do now with your photos). I tried it out and figured I could input all of my old ink sketches to generate beautiful art assets. This worked very well!
WHAT WERE YOUR INFLUENCES AND HOW IMPORTANT WAS IT THAT SOURCE OF MADNESS WAS DISTINGUISHABLE FROM THE MEDIA THAT INFORMED IT? Our main influences art-wise are probably Diablo 2, the Polish painter Zdzisław Beksinski, and Rain World. While I wanted our game to stand out, I also wanted to resurrect my childhood memories of Diablo 2, with its grimy, fantastical catacombs. With the perspective we picked, I think we walked the balance fairly naturally.
74 | MCV/DEVELOP June 2022
SOURCE OF MADNESS IS A HUGE DEPARTURE FROM YOUR PREVIOUS TITLES. WAS THAT A RISK? Honestly, no. Everything Must Fall’s style was made with the mindset of “what would look good and run well on a VR headset?” But it was also a project that forced us to do a lot of introspection and realise what kind of games we wanted to make. Carry Castle has always had a goal of sustaining a healthy indie lifestyle that would leave us creatively fulfilled, rather than focus solely on making money.
WHO WERE THE ARTISTS ON THE GAME AND WHAT DID THEY BRING TO THE PROJECT? Originally it was only me, but after two years we brought in Johannes Gustafsson. He was given the responsibility of using all the tools Robin Lindh (co-founder and programmer) and I made to churn out a lot of the environmental concept art assets that we’d use to fill out the world. Source of Madness is my brainchild, so I guess a lot of it is from my desire to create worlds for people to explore. I made concept art and assets while on vacation in Japan and Italy, so the sketchbook asset pipeline is still well and alive in some form.
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60 |
Page 61 |
Page 62 |
Page 63 |
Page 64 |
Page 65 |
Page 66 |
Page 67 |
Page 68 |
Page 69 |
Page 70 |
Page 71 |
Page 72 |
Page 73 |
Page 74 |
Page 75 |
Page 76 |
Page 77 |
Page 78 |
Page 79 |
Page 80 |
Page 81 |
Page 82 |
Page 83 |
Page 84