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Bunnies and the Creative Process

9/30/2016

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An Explanation
As anyone who knows me will attest, as an artist I have a thing about bunnies. For Lynch it was 'the eye of the duck'. For me, it's twitchy noses and floppy ears. Don't ask me why - I have no idea. Some years ago, I made this piece for my wife, Kara.
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It's fairly minimalist, which, for me is critical as I'm an indifferent artist and if I add too many elements, my amateurishness reveals itself like a weird uncle at a children's birthday party.

Speaking of weird, I also discovered this cryptozoological oddity some years ago.
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I have no idea why anyone created this. Is it meant to be scary? Funny? What? No idea. Regardless, it's an image that seems to creep into my mind and sit there like an earwig determined to live up to an urban legend.

Some years ago on a visit to San Francisco, I put a coin into a plastic-egg-with-toy vending machine and received a weird plastic rabbit with horns. 
For some reason it terrified me and I actually had to get rid of it because its strangely impassive eyes and antlered visage seemed more aligned with the infernal than with childhood joy. Nevertheless, horned bunnies have made their impression upon me, like... no I'll spare you more poor similes.

Regal Street Art
In a non-bunny turn of events,  I discovered the street artist 'Koralie' in 2009, thanks to the lovely book Pictoplasma. A lot of her work is like this.
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For me, there's something wonderfully noble and goddess-like to these images. Her figures are usually in a posture of quiet contemplation, which lends them a calm majesty. When I saw this, I immediately... thought about a bunny variant. Yes, I know, it's a problem. I have pills and they help sometimes. 

​And Now
All these odd bits and pieces finally amalgamated into a bunny-demon thing. It's sat in my head since I started this project years ago. She's finally in the game. Her name is Felorn. This is the waterfall area, where she lives. I hope you like her. She has a key role to play in the game.
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Progress Quest

9/2/2016

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All Things Groovy!
Nope. That's not me. I've never been described as such. I also don't live in 1965, so it's not such an impediment to my self-esteem. What *is* groovy is that lots of progress has been made. Movement between regions is working (if a little clunky), the Book is in (and working), and some Demon presentation work has been done (but nowhere near ready to look at just yet.

So, without further ado, I offer a couple of movies to show how things are going. If you have any questions, leave a comment and I'll get back to you.
This here is a room interior - the cottage you find on the Island of Wardenclyffe, to be exact. It has a bed, a bookshelf, a mysterious chest and... a stove. "What's a stove for?" I hear you ask?
"Why, for burning things!" I reply.
"Why do that?" you ask. 
​"Because sometimes rituals need things to be on fire." I reply, with gritted teeth.
This is the Lighthouse. You can tell because it features a lighthouse. It's a dead giveaway. I'm making an indie game, and we all know that lighthouses are the Indie Game Trope of the Century. So this is my version. Mine is actually useful, though. People can get to the island safely if they can see its bright, friendly light. Whether that is good or bad is largely down to your attitude to people, of course.
This one is the sphincter-clinchingly scary for me. It shows *roughly* what you can expect from movement, object interaction and general camera-work in the game. 
For those of a curious disposition wondering why it's zoned rather than free-roaming:
1) Large, open-world games are just super confusing on mobile.
2) Many rituals require you being in the 'right place'. Clarifying that makes life a lot easier. When I say 'Go to the Gazebo' you'll know exactly what I mean. Even if you don't know what a Gazebo is.
That's all for now. I'm not going to show many more environments as I don't want to spoil the game. Next week is dedicated to refining the Demon summoning. It's horribly complicated and requires a lot of cinematic stuff I find a challenge. Wish me luck!
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    Author

    Fluttermind’s director, Dene Carter, is a games industry veteran of over 25 years, and co-founder of Big Blue Box Studios, creators of the Fable franchise for the XBox and XBox 360.

    Dene takes great pride in doing every aspect of game-creation entirely by himself. Nobody knows why.

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