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WHAT WERE THE ART TOOLS AND TECHNIQUES USED? We used Spine for all of our in-game animation and our in-game lighting was done with Unity’s URP 2D lighting tools. Otherwise, Adobe PS was used for most of the 2D art creation, though I did some physical exploration of printmaking textures and process myself throughout development. (We also had linocut printmaking stations at our launch party, which was a huge hit.)


WERE THERE ANY UNEXPECTED DIFFICULTIES IN IMPLEMENTING THE LOOK AND FEEL OF THE GAME? The 3D lobby, intro and outro were a big challenge for the team because we really didn’t have any dedicated team  It took a lot of teamwork and external help to bring that vision to life in a way that was possible with the resources available and I am so happy with the result. (I’d like to give a special shoutout to Paul Fish and Ibrahim Abdo for their support with these sequences!)


HOW DIFFERENT DOES THE RELEASED GAME LOOK FROM HOW IT WAS ENVISIONED IN 2018?   it would look eventually during its early development in 2018, we just hadn’t found our way to reach it yet. I think the style of the characters evolved over time, but certainly less than the environments. We were still  prototype, and after we established a clearer idea of what the gameplay and pacing was going to be, the environment art really fell into place


AS THE ART CAME TOGETHER, DID IT INFLUENCE THE GAME DESIGN IN ANY WAY? I think so! Especially the characters. I heard from the narrative team many times that the way we drew a 


50 | MCV/DEVELOP March 2023


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