An Interview with our Lead Artist



     This time, we asked our Lead Artist, Autumn Almeida about how the art process went over the course of the game’s development cycle and what it was like to work on a project for such an extended period of time.

  • Evolving Game, Evolving Art
    • Q: The game started off far different from what it is today, and as the vision for the game started to develop more and come into its own, that necessitated a big shift in the look of the game. How did you land on the final art style? Were there any problems you came across during the changes? Why did you decide to change from the initial pixel art style to the Beatrix Potter inspired style?
    • Autumn: The art style started as pixel art examples for an animation demo. I liked the characters so much that I wanted to create a story for them, that's how Woebegone Woods started. I made many assets but as the team and the vision grew and matured, the art style developed too. As our story progressed and the vision began to solidify in our minds, it felt more like a story book than a retro throwback. That’s when I made the switch from pixel art to a more illustrative style, like the kind I had grown up seeing in the children’s books of Beatrix Potter. I thought that style had a charm and quaintness that gives a signature cozy safe feeling.

Early version of the player character, Bean (left) compared to current version (right)

  • Making Everyone Come Alive
    • Q: Each character has their signature clothing piece, what is the reasoning behind them?
    • Autumn: There is an unspoken rule that every character has only one accessory, and each was selected to accentuate their personality. The drama of a fancy hat for Sage, the sophistication of a scarf for Morel, a practical sweater for Barley, a cozy warm shawl Gingko. Of course there are rumors of why Sassafras wears mittens; to keep their paws off others’ belongings. And of course there's Bean’s cape, a staple of any hero and practical in the winter! 

Portraits of Sage, Morel, Sassafras

  • A Collaborative Process...
    • Q: What was the process like for drafting character designs?
    • Autumn: I mainly started illustrating woodland creatures and then we all brainstormed archetypes and dynamics we’d like to explore in our game and what kind of characters the illustrations inspired. We made mood boards and collected songs and other characters of who each character reminded us of.


  • ...With Some Time Alone
    • Q: As the sole artist for the majority of the project, what was it like working solo? Were there any difficulties with it?
    • Autumn: Since I change style wise every couple months it was difficult to keep the style consistent as I evolved as an artist. I did like the freedom and with the team's input, it was enough to give me great feedback and support.


Interview by Blair Wheatley, answers by Autumn Almeida, edited by Blair Wheatley and Evan Simmonds

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