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POSTMORTEM
“AND I MUST SCREAM”
I was an artist responsible for the concept art, characters, textures, 2D animations, some
props and UI at Stitched Mouth Studios. We made a PC/Android game called “And I Must
Scream”.
Our team started off by thinking together of a game idea and a genre we are interested in
making. It was to be a stylized horror, narrative-driven game with serious undertones (grief).
Quickly after that I began working for a few weeks on gathering mood and art references, as
well as drawing different concept art, for the characters, enemies and locations. When it comes
to inspirations, there were way too many to count, but for me most important ones are: The
Void from “Dishonored”, “Limbo”/”Inside”, “Stranger Things” and “Silent Hill” series.
I was helping the other artists with design ideas and took it upon myself to also design some
environments, including the panopticon prison tower with the enemy looking out for the MPC
from the middle that our team sticked with to the very end.
At the start we planned for the environment, as well as the characters, to be more interactable
and change in the middle of the playthrough into their “real world” version. The whole idea was
to have the contrast of what really exists versus what our main traumatized character perceives
it as; and that is exactly what dictated most of my design decisions, even when a lot of them
didn’t come into fruition. Overall though, I can say that my concept art gave my whole team
clear direction on where we should take our ideas, and I was the main artist responsible for
overall mood and “look” of our game.
As on all my previous teams, I had been showing and discussing each sketch/design with
my teammates and we had been deciding on the favourites. After that I began modeling the
characters, so the technical artist was able to efficiently start making animations. First was our
protagonist, Max, then the main antagonist, Delilah.
Max is an orphan whose poverty I tried to show by giving him an oversized black coat. The
color of the coat was dictated by the flowing scarf that was supposed to change color, depend-
ing on one of the two special powers that the player can use. I designed Maxes of different
ethnicities and races before I knew that the plot takes place in Scandinavia.
Delilah, on the other hand, is a giant female spider. The design decision is dictated by the fact
that in the original narrative she was Max’ caretaker. In the end, when our team resigned from
making the plot overcomplicated, she became more of a symbol of Max’ guilt about the death
of his mother (in some way resembling what Pyramidhead is to James in “Silent Hill 2”).
Next came the common enemy that was also supposed to be part of the time-dependant
boss (that’s why the limbs of the common enemy are so elongated), and Zoe, one of our two
NPCs (the other one got cancelled due to approaching deadlines). The common enemy is Max’
alter ego since the game is about the protagonist’s trauma. Zoe, on the other hand, was orig-
inally supposed to be Max’ childhood friend that is close to nature but became more beastly
in the design process, taking over the role of a guardian that leads you through the forest area
(last stage of grief).
I worked on texturing the charac-
ters as efficiently as I could. From
the very start I planned to hand-paint
them in Photoshop, instead of using
Substance Painter, to achieve the
desired effect of stylization. I also
personally think that the majority of
games tend to lose the “expression-
ist” feel of the original concept art,
and I tried to confront that.
Top obstacles
- The producers changed the whole game design idea after GDC (so, a month before the
deadline), despite my objections; this resulted especially in heavy work for artists and miscom-
munications
- I should have had more Unreal art implementing experience and be less afraid of doing
it myself (in case I mess something up for the engineers)
- Environment and level designs were coming together pretty slowly from the other artists
and I had to think of them as well for that reason, which often made me distressed and working
for much longer time than I should have been working
- We should have had more team activities (trust-building “chilling”) and I would like the
initiative to come from different people as well
- I need more experience in Zbrush, which might improve my work process on the next
projects
- I need to more often make sure that assets are being implemented correctly, as well as
make sure that the producers won’t change their mind about my tasks
- I need to take less work upon myself, because I felt like I often work day and night for the
tasks that shouldn’t have been mine, or the assets that the producers resign from soon there-
after
- Our whole team overscoped; the producers gave too much attention to the game ideas
that weren’t as important as the others to finish the game (like push/channel mechanic or a
pure narrative that was becoming way too complicated for us to explain in such a short time)
- I wish I had more time to polish my concepts, as per my initial plan