Fri, Oct Oct 09, , PM — PM. Celebrate the opening of the games with dinner, live music, dancing, and a silent auction! Friday Night Whisky Tasting. Quick View. State of California Tartan. Play Video. Seaside Highland Games Pie Competition. By comparison, hand-drawn animation requires you to But in return, the results can look incredible - have a play of Spiritfarer character art below if you don't believe me!
Hand-drawn animation can add a huge amount of charm and character. They also seem like the perfect fit for our environment art, which has a painterly aeshetic - we think they will sit together wonderfully. We have one big problem though - we don't know any traditional hand drawn animators! Annie is our in-house artist and illustrator, and produces beautiful work , but we could do with some help producing pencil test frames that she could do the finishing work on. So, here's the plan: if you're a freelancer and you think you'd like to work on our highland game or know someone who'd be a good fit , please get in contact.
Here's how we'd like to run it:. But when our art director Paul came on board, we started to revisit the character design so that she would fit better into the overall art direction.
This design was a bit overly cartoonish and didn't fit with the more realistic background art so well. She was also not entirely fitting with the narrative that Jon was starting to weave.
We decided we needed a character who was a bit more grounded. She exists in a world that can be beautiful but also unforgiving; she has a difficult journey to make. A pair of socks and some hair experimentation later, and we were all really happy with the design. We've also being going back and forth on whether the art should have possibly sketchy outlines, or be clean.
It's really important to us that our game strongly conveys the unique feeling of the highlands. There's a strong distinction that you feel being in the Scottish mountains compared to say, the European alps or Yosemite National Park.
Scottish mountains aren't the highest, the jagged-est or the pointiest. But they have a darkness and weight to them that's only really shared with places like Iceland or perhaps parts of Scandinavia. They can be very lonely too - the further North you go, the further from civilisation you'll find yourself. Our players don't all need to be fans of the Scottish highlands of course, even if we are!
The point is to create a unique and strong aesthetic that's not just "generic green hills and rocks". Part of capturing that aesthetic has been about finding an art style that can reflect it with authenticity. We wouldn't want to go with anything too bright or cartoony, so we think a level of stylised realism could do the trick. The reason we approached Paul first about helping us out with art direction was that his work is both painterly yet has a sense of effortless realism; he's one of those concept artists who can convey a lot with a few important brush strokes.
We think his concept art above is a fantastic example of this! He's also produced an animated version of it that demonstrates parallax, and we'll share that in a future update. When Paul first joined the team, he started off with a few loose studies to get a sense of the environment: the different times of day, weather and the textures in the foreground.
These are a bit looser than our final intended art style, but the looseness is a good demonstration of how much can be achieved with so little! One thing we decided very early on is that our highland game has to be absolutely gorgeous, so on this project, it was time to find some outside help - someone who could help us define a beautiful, consistent look for the game.
Our first choice was Paul Scott Canavan. Oh, and he's Scottish. So, we dropped him an email. Just a few minutes later, and we had an enthusiastic yes! He loved the concept and was really eager to work with us to make it a reality.
Paul isn't just a brilliant illustrator; he's been doing a great job of deconstructing the game's art style, breaking it down so that we can work together to build it back up in-game out of the fundamental pieces. We can't wait to show more of what we've been working on together!
We started designing the look of our protagonist back in the summer of , while working on Pendragon. Here are some of Annie 's lovely early sketches:. For a long time, we had settled with the following design.
In fact, we've had her in-game for a while, with some early prototype animations:. We've been doing some new work on the character design since then. Watch this space for Part 2! Update: Part 2 is now here. Welcome to this brand new little update blog for our as yet untitled game that's set in the Scottish Highlands. Okay, we have a proper name for it, we're just not ready to say what it is yet!
In some ways it's very similar to our previous games - it's about travel, it's replayable, and has a strong branching narrative. In other ways, it's very different. This game has a side-on perspective and has 2d platforming elements, which is very much uncharted territory for us! Something else that's very different: we're planning to be more open with the development process than we ever have in the past.
We're going to try and post regular updates. So please hold us to account if we haven't posted in a while!
Toggle navigation. Highland game updates. Joe did. And it's a great idea. The Story of a Journey The Songlines was published in , which makes it essentially ancient history at this point. It proposes that us humans are not defined by being "the animal that talks". Highland Games activities will run in the morning from a. Teams choose their participants for each Highland athletic competition.
Kilts are normally provided for the participants where necessary, but not in with Covid protocols. Units are encouraged to make their own kilts!
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