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.

 
City-Guide.png
 

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.

Critter Animations

 

I did the animation for these, and then was colored by Lorna Tan.