An update to Hidden Folks
I love the aesthetic for Hidden Folks, an iOS game that’s like an interactive version of Where’s Waldo? in black & white. The creators just released a big update to the game and explained how they designed and built the new level.
Like everything in Hidden Folks, the Factory started on paper. Sylvain Tegroeg, the Illustrator with whom I made the game, uses a fineliner to draw every single element individually. Sylvain and I brainstorm on the theme and possible sub-themes that could work well with interactions, after which Sylvain enters The Zone™ and just draws whatever comes to mind. After drawing a bunch of things, Sylvain scans them and (manually) places them in a sprite sheet.
Sometimes, the technology you use ends up unexpectedly affecting your creative output:
When Sylvain and I started working on Hidden Folks about three years ago, he decided to buy a somewhat medium-quality / cost-efficient scanner for the project. When that scanner broke down recently, he used a better scanner for a while only to discover that his digital drawings suddenly looked very different, and so we bought that same low-budget scanner just to make sure all Hidden Folks drawings look consistent.
(via @njvack)
Stay Connected