![]() ![]() But when it came to marginalia, rabbits turned to pure machines of terror, killing knights and anything else they came across. Rabbits were portrayed as victims too (In the Medieval era a significant proportion of the French economy was based on eating and skinning rabbits). ![]() Even Jesus was surrounded by them in medieval texts. Many of these drawings present beliefs and legends living in the imagination of medieval society and describe reality in a perverse and witty way.įor example, rabbits back then were considered as pure, helpless, and passive creatures. They are our concept artists.ĭorota: We try to include in our game true medieval humour and beliefs about that world It is not only about the visual style. Wojtek: All of those crazy animals and characters weren’t created by us, they’re a figment of the imagination of people that were here hundreds of years ago in the past! The illuminators from 700 years ago were the ones that created donkeys with trumpets, dogs with spears, and more. TSA: Where did the idea come from to have anthropomorphic animals as the characters? And do those anthropomorphic qualities of the animals dictate the way they behave in the game? Attacks, movement, special abilities, that kind of thing? I guess we are able to do what we do because of the passion of others towards this ancient art and that’s what’s really cool about it. And we have a very dedicated and knowledgeable community, who are always willing to help us out. We also work very closely with a medievalist, who makes sure that what we do is as close to being as authentic as possible. A lot of libraries and museums have digitized those scripts, making it easier for us to flick through them and get inspired. Wojtek: All of our units and the game’s visual style is based on these ancient manuscripts. In addition to reviewing manuscripts, I am also looking for information about what ordinary life was like at the time. ![]() It is also important for me that every detail, like the shape of the sword, the clothes of the character, or the effects of the fire look like they’ve been taken from a real manuscript. It’s hard to make a game looking like ours and be playable, clear, and understandable at the same time. ![]() I try to use colours, shapes, and other references exactly as they appear in manuscripts. After choosing a turn-based strategy genre and 2D platformer-kind of world, I try to create all of the graphics to look like medieval manuscript drawings that would also be useful be the player. We also talk a lot about game mechanics, law and orders in our imaginary world, and game genre. After several attempts, I found a style based on historical references, but at the same time being our own style as well. TSA: I noticed from the screenshots that you also use a colour palette that you would tend to find in illuminated manuscripts – predominantly blue, red, yellow, green and gold – can you tell me more about how you researched and decided on your visuals?ĭorota: After choosing the main manuscripts, I tried to reproduce illustrations from them and drew many sketches by hand in ink and digitally to learn the style assumptions. After long research sessions, we have several main manuscripts that I use as references most often. I was looking for a drawing style that would be most useful in the technical aspects of our game (for animations, to communicate with the player through graphics and colours, etc.) and one that would suit me and be easy to reproduce. Thanks to the digitization of these medieval books, I was able to browse them online and choose the main references for our visual style. All of our illustrated references were made by hand we chose manuscripts made before the invention of Gutenberg’s printing machine. TSA: Was there a particular historical period of illuminated manuscripts that you chose as the aesthetic for your game? Or is it a mish mash of several different periods?ĭorota: After long research, and multiple consultations with a medievalist (who is the creator of Discarding Images), we chose our art setting to be inspired by the medieval European manuscripts of 11th to 14th centuries. (Summer volume of the Breviary of Renaud/Marguerite de Bar, Metz ca. Real-life medieval marginalia – Yaza Games’ inspiration. ![]()
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