One Hand Clapping
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Art Direction/Concept Art
Pre Production concept art
The Melody Hermit
The Player Character
The unnamed player was a challenge as they were very attached to their older character model. Going off the limitations of no ears, hair, overall sad expression, and no whites of the eye I pushed the character to be as cute as possible.
The World
Early concepts for the desert and possible UI elements. It was decided early on that there would be no UI.
Visual Effects
Visdev


Due to memory issues we needed to have smaller and less unique assets. So you can see in the evolution of the designs I worked to get as much mileage as I could get from a smaller pool of assets for each section.
I was pushing for a more simple forced perspective to reduce workload as well as time spent on each asset.
A general asset guide that I sent to contract artists doing assets for the city section. Unfortunately there wasn’t any more time to do more design for the city because I was focused on the festival demo assets.
Animation
Melody Hermit Animations
I always try to push how much character can be conveyed through each of the animations while within budget limitations.
I did keys, and then was animated and colored by Lorna Tan.






Player Character Animations
The Player Character’s assets were split so that the animations would transfer to a singing state at any moment. The legs were also separated as well so they could better interact with the game’s slopes and make them interact more with the world.
I did rough animation, and then animated and colored by Lorna Tan.









