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Gli sviluppatori di Honeyslug hanno realizzato un videodiario intitolato "The Art of Hohokum" per illustrare appunto la componente artistica di questo interessante indie game, in uscita in estate su PlayStation 3, PlayStation 4 e PlayStation Vita.
Trascrizione
00:05I've always played videogames, I guess, and always liked videogames.
00:09You know, it's a very visual medium, and yet, visually, I think the world of videogames is quite conservative.
00:22I'm from a kind of graphic art illustration background.
00:25There were lots of videogames that I loved, but they didn't look much like the sort of visual art stuff
00:30that I love.
00:31And it was kind of a no-brainer, really, to want to get involved with making them.
00:35Dick sent me a picture as a possible start for a videogame.
00:40I think he said something like, hey, let's make a videogame, I've drawn you a picture.
00:42And if he'd had any sense, he would have said, no, no, I don't want to.
00:48But he said yes, unfortunately, and that thing was the initial seed that became Hohokum.
00:56Oh, this is a classic page of telephone doodle, isn't it?
00:59This is definitely either a meeting or a telephone doodle here.
01:02But it kind of spills out into a more formal character design thing.
01:05It's like there's a phase where you're drawing lots of repetitive, abstract things,
01:09which gradually morph into slightly more tangible things.
01:12Here's stuff that's really specific from when we were making the Kite Worlds bit of the game,
01:16where there's guys flying kites.
01:17It's just nothing, it's just a little scribble.
01:20But it's weird, isn't it? Maybe that's the first time.
01:22So a lot of people ask about why this game has this particular look to it and where the art
01:27style comes from.
01:28The honest answer is it's pretty much how I draw.
01:30It's vector art, which means it has a clean edge look to it.
01:34I do it in such a way that there's a slight wonkiness to everything.
01:37When you look closely at the art in Her Horkum, everything is a little bit wobbly.
01:41Because there are so many drawings, there's so much art and animation in Her Horkum,
01:44we've had to do a lot of work to ensure that we can fit all of those characters
01:48and all of those animations into memory,
01:49while still retaining that sense of it being really hand-drawn and alive.
01:54I remember when I first saw this,
01:55and I think this might have been the first thing you animated,
01:58I thought, oh god, that's weird.
02:00That's not how I would have imagined them being.
02:02I would have imagined them all being like seaweed under water.
02:05But the way you've done them, it's really like,
02:07it's got a real kind of like,
02:09it's a bit like out of control in a way that I really like.
02:12Animators have done things that we didn't expect them to do at all.
02:15Dick will draw something and a gameplay mechanic will come out of a drawing
02:17in a way that Dick didn't necessarily intend.
02:19Often I draw stuff and I have no idea what the gameplay would be.
02:22I quite like to surprise Ricky with that and go,
02:25I've drawn this thing, do you think this could be in the game?
02:27Have you got any kind of ideas for what might happen in this place?
02:29Or sometimes, you know, I will program a strange little toy made with circles
02:35and I'll send that to Dick and then he'll think about what that can be
02:38in a figurative sense and give it some sort of personality or make it a character.
02:41You know, because when you're making a game,
02:43you're making a piece of art and the visual art side of it
02:46should be, I think, inherently part of that, not just a finish.
02:50Dick never really worked on a video game, never an especially technical person
02:53and so there were certain practicalities about making a video game
02:56that he had to wrap his brain around.
02:58Initially, I'm the guy that draws and he's the guy that programs
03:00and between us we try and make a game together.
03:03But actually, as the relationships mature and as it's gone on,
03:06it's not so much about the things that we can and can't do.
03:10It's just about the friendship and the thing that we're making together.
03:13Having that person who is coming from outside
03:15and didn't bring all the kind of baggage and assumptions
03:18that people who work in video games all the time have
03:20kind of forced me to re-evaluate a lot of the things
03:23that I just accepted as being true.
03:24There's lots of things which I've got a real, almost like phobia of
03:28that are quite common within visual art
03:31and also very much within video games.
03:33Shininess and flares and things that glow.
03:37It's ubiquitous within video games and I will have none of that in my art.
03:41I see those things as being like the equivalent of sugar and salt in food.
03:45They're both things that taste nice
03:48but unfortunately we live in a world where people just,
03:51without really thinking about it too much,
03:52just put sugar and salt into all food.
03:54Maybe my art's a bit more like having some nice fresh vegetables.
04:17So let's start with an infinite container.
04:17Thank you, Peter.
04:17And this is the one that we're launching today.
04:18Grazie.
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