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I began work on Hyper Light Drifter early in 2012. For a long while it
remained nothing but an amalgamation of ideas and crude sketches, all
etched during a rather desperate period of my life: I had wasted away
to 90 lbs, mostly bedridden, and was unable to eat anything but prefab
medical goop through a tube punched in my stomach. It was a true
waking nightmare.
In early 2013 the wonderful, brilliant and endlessly warm Beau Blyth
began helping prototype the game. His expert GameMaker knowledge
and incredible speed was like wizardry. I took the lead on animation;
cobbling together bits and pieces, learning on my feet, manually
animating in Photoshop and Flash, seeking out reference sprite sheets
from various classic games. We used a lot of crummy temp sprites to
convey ideas during our prototype phase: Beau had a knack for drawing
intentionally bad sprites that screamed “replace me!”, like the giant
cartoon steak you could pick up and throw at enemies, or the handsome
hotdog gun.
Once the Kickstarter concluded in late 2013 several folks joined the team
full time including Teddy Diefenbach -- incredible programmer, endlessly
thoughtful and a soothing voice of reason -- and Casey Hunt. Casey had
been a long time friend and confidant and became the cornerstone of
conversations for design, story, everything. He and I spent countless days
and nights discussing and sketching ideas for the game, slowly fleshing
out a world that was still early and rough into something intricate.
Sean Ward became our lead animator on the project soon after the
Kickstarter ended. Straight out of school and unfamiliar with pixel art,
he dove right in via contract work without hesitation. He came up with
incredible results. His ridiculous talent, determination and raw work ethic
afforded us some fantastically lush animations across this behemoth of
a game, hand-crafting thousands of frames for the main character alone.
(Who knows how many for every other creature, boss, NPC and object,
including all the dozens of variations of iterations we tried throughout
our two and half year development.) He may indeed be a robot, but I
can never be sure as his charming smile and humor are so disarming.
Cosimo Galluzzi joined us as a contractor late in cycle. For the last year
of production he was furiously working the final in-game art in tandem
with me. I had produced a massive amount, but holy hell was there a
mountain of it yet to climb. We burned through entire tileset rethinks
at such a rapid pace, huge amounts of labor was poured into our NPC
panels and then our bombastic cutscenes (which Sean, Casey and
myself all tag-teamed for months prior). Without Cosimo at the tail end,
I would have collapsed from sheer exhaustion, brains dribbling out my
ears. His unwavering support, incredible skill, attention to detail and raw
speed during such an extreme and critical time span was the crux for
art-completion leading up to launch.
Hyper Light Drifter is stuffed to the brim with art, ideas and passion.
Thank you to everyone who contributed and made this game possible
with immeasurable heart and spirit poured into each and every bit.
Please enjoy a small look into the making of our game and keep in mind
the lovely people behind it.
The Game
Alx Preston
Matt Nava
Alx Preston
Cosimo Galluzzi
Alx Preston
Cosimo Galluzzi
Casey Hunt
Casey Hunt
Mist-zunda
mist-zunda.tumblr.com
Betu
betu.me
Darren Rawlings
www.thinkmore.com
Mel Titcomb
puddingdrop.tumblr.com
Andrew Philpott
www.behance.net/aphilpottdesign
AviaDelete
aviadelete.tumblr.com
J. Moses Nester
partthewaters.tumblr.com
Yokaiy
yokaiy.com
Additional SPECIAL
Contributions SUPPORT
Baths Rob Lopatto YoYo Games
Kickstarter Trailer Music Additional Art Support
Mike Dailly
Aaron Melcher Ian Schlaepfer Peter Hall
Additional Code + Port Work Additional Art Assets Russell Kay
Mike Rennie
Paul Veer Jesse Balmer Stuart Poole
Additional Animation Additional Art Assets Ross Manthorp
Sandy Duncan
Kurtis Mitchell John Leffingwell Original Game Maker
Additional Ambience Additional Code by Mark Overmars
SPECIAL THANKS