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Miscellaneous

Developer Q&A - Abigail Larson


Art & Illustration
Website




Tell us a bit about yourself!
I'm an illustrator of all things macabre and strange - I love old horror b-movies, old books, and cryptozoology.

What is your most unusual talent?
All of my talents are fairly normal - I draw, sing, and write!

Favorites?
Monster movies, craft beer, Asian food, Tom Waits.

How old are you?
27.

Where are you from?
Richmond, Virginia.

What are some of your credentials?
I have a bachelor's degree in Communication Arts from VCU, with a concentration in drawing and illustration. I've worked for many companies and publishing houses creating artwork for everything from advertisements to fully illustrated books.

When did you start working on art?
I've always considered myself an artist - I never wanted to do anything else. I've been working professionally for about five years.

What has been your most memorable experience being an artist?
Having my first book published was really wonderful, as was my first solo gallery show - but each new project I get to work on is a new challenge that I enjoy more than the last.

What would be your dream career?
I'm doing it! But I guess being a rockstar would be kinda cool too.

Who/what are you biggest artistic influences?
I started out studying Arthur Rackham and John Bauer, but I'm also heavily influenced by Maurice Sendak, Harry Clark, Don Bluth, Hayao Miyazaki, Aubrey Beardsley, and Kay Nielsen (to name a few).

If you could be an animal, what would you be and why?
A bat! They can fly, and they're super cute.

Why are you a part of North to Hollow Grove?
You guys found me! But I'm a part of the team because I love the aesthetic, and I hope I can contribute something unique to the game.

Check back next Tuesday for another Q&A!

Game Design

Developer Blog #2 - An interactive experience





Good morning all, and welcome to another issue of 'the blog'.

This week I'd like to talk a bit about interactivity with regards to gaming and why it has become such an important piece in what makes a game, well, 'fun'. Definitely check out my last blog about detail as this one builds nicely upon it. I remember playing RPGs such as Final Fantasy VII, Zelda, Chrono Trigger, Golden Sun, and Kingdom Hearts. While their stories were great and they each featured a great cast of characters, there was always a subliminal urge to want to keep moving forward. There was always something that would catch my eye as I searched for the next save point that would make me play for two or three more hours before my parents would scold me for staying up too late.



The underlining element, in my opinion, that makes a game interesting is having proper rhythm and balance. Imagine a game where you moved, endlessly, from boss fight to boss fight with nothing in-between, or a game where you endlessly move from point A to point B without any battles, puzzles, or interesting decisions to make. Sure, it would advance story, but would you really want to? Even if the story was really, really interesting? The medium of gaming is at tricky one in that developers have to find the proper pace in which to tell their story while maintaining fun gameplay mechanics that are interesting.



We at Glitch, LLC. think we've found that nice balance with North to Hollow Grove. Players can expect a fun, exciting story with plenty of "breathing room" between cut-scenes that includes a lot of different things to involve yourself with. You can harvest materials from the world to make potions at an alchemy lab, you can interact with NPCs and learn about the vast, immersive world, or do some of the many, many side-quests that are littered throughout. As much as we want you to get lost in the main story, we want to throw fun options at you that let you know it's okay to stray off the beaten path once and awhile. And we think you'll want to.


Until next week,



Nate,
Glitch, LLC.

Miscellaneous

Developer Q&A - Dylan


Art & Illustration
Website




Tell us a bit about yourself!
I'm an illustrator of all things macabre and strange - I love old horror b-movies, old books, and cryptozoology.

What is your most unusual talent?
All of my talents are fairly normal - I draw, sing, and write!

Favorites?
Monster movies, craft beer, Asian food, Tom Waits.

How old are you?
27.

Where are you from?
Richmond, Virginia.

What are some of your credentials?
I have a bachelor's degree in Communication Arts from VCU, with a concentration in drawing and illustration. I've worked for many companies and publishing houses creating artwork for everything from advertisements to fully illustrated books.

When did you start working on art?
I've always considered myself an artist - I never wanted to do anything else. I've been working professionally for about five years.

What has been your most memorable experience being an artist?
Having my first book published was really wonderful, as was my first solo gallery show - but each new project I get to work on is a new challenge that I enjoy more than the last.

What would be your dream career?
I'm doing it! But I guess being a rockstar would be kinda cool too.

Who/what are you biggest artistic influences?
I started out studying Arthur Rackham and John Bauer, but I'm also heavily influenced by Maurice Sendak, Harry Clark, Don Bluth, Hayao Miyazaki, Aubrey Beardsley, and Kay Nielsen (to name a few).

If you could be an animal, what would you be and why?
A bat! They can fly, and they're super cute.

Why are you a part of North to Hollow Grove?
You guys found me! But I'm a part of the team because I love the aesthetic, and I hope I can contribute something unique to the game.

Check back next Tuesday for another Q&A!

Game Design

Meet the Character Series - Edward Chetsworth






Edward Chetsworth Promotional Art


Age: 25
Height: 6'1
Weight: 160lbs
Eye Color: Brown
Hair Color: Dark Brown

Edward "Ned" Chetsworth is an entrepreneur of sorts; you know, the kind with big ambitions who doesn't necessary have the patience to see every step of any one particular process through as one probably should. He owns his own bookstore, Ned's Novels, which he commonly refers to as his "library". He is an adventurer seeker, a collector, and his main dream in life is to collect every artifact, relic, and rare piece of literature so he can display it in proud fashion to all of his esteemed fans. His problem? He doesn't have any esteemed fans ever since his devilish rival, John Beckley, came into town touting the rarest book this side of the Hocapolooza. Edward is the main protagonist, the one we're rooting and cheering for, and he is about to take us one a wild journey full of dark secrets, crazy twists and turns, and memorable acts of courage.


While occasionally stubborn and overly persistent, Edward cares deeply about his friends and their well-being above all else (although he may take a bit too long when deciding whether or not he should save his best friend or his favorite book from a blazing inferno). He is a tall, somewhat slender man. His face shows determination with the ever so slight showings of worry and hopelessness. His weapon of choice? A long, thin broadsword that he uses with great precision, skills handed down to him by his father, Edward senior. Edward is a great friend, a true adventurer, and a great spokesperson, worthy of being North to Hollow Grove's fearless leader.


-Fearlessness
-Unwavering motivation
-Able to negotiate his way out of, well, anything


-Stubbornness
-Inability to cut his losses
-One particularly beautiful young woman in Moonvale




Single Target; Damage
Ned heats his blade, unleashing a fiery fury.


Self; Restore
Covers your wounds with small straps, healing them.


Field Skill
Smash objects such as boulders, crates, and containers.



Brink Attack; Single Target; Damage
Ned loses all hope, unleashing a series of fiery attacks in a blazing fury of carelessness.

Game Design

Developer Blog #1 - All in the Detail





Good morning all, and welcome to the 'blog'.

I will be submitting a new blog each week and what better way to kick things off than to start with what makes North to Hollow Grove so unique - the detail! Our team takes great pride in focusing in on the "little things" that really bring our game world to life. Whether it be a completely custom soundtrack orchestrated to the game's story, custom character sprites and animations, or our amazing artwork that is the result of a lot of painstakingly long conference calls between the artists and the team. We want to release only the best game, and we feel that the core of our engine is finally there after a few years. Simply put, we feel our game is fun. Individuals who have tested our game feel it is fun. Focus groups who have seen additional media feel it looks fun. We hope you think it's fun as well! RPG Maker Net is an amazing site with lots of talents and we're honored to share this media-space with you all. Please join us in the next year as we push our advertising efforts in order to have a clean release by next fall (2016).

Without detail, a fantasy-world cannot be appreciated. Imagine yourself running through a park on a Saturday afternoon. The soft breeze at your back has disappeared. The lamented, colorful flowers around every corner that dance softly in the wind with their summer-scent have vanished. The other beings around you; the young couple proudly walking with their new-born baby along the cemented walk-way, the dogs trotting along the sidewalk, pulling their owners wildly as a cyclist races by, the slow stomping jogger whom you can hear from a half-mile away, are... gone. A strange thought, right? My approach to development and writing is ‘detail, detail, detail’. With North to Hollow Grove, the player can expect an overwhelming sense of a living, breathing world. A river can be traversed through a series of stepping stones; boulders and crates can be satisfyingly destroyed, revealing hidden paths and treasures; flowers can be picked, bundled, and given to beauties around town who may have lavish rewards. The beauty of North to Hollow Grove is in the detail. Every single non-player character has a story and can be impacted by the player’s actions. Towns, caves, and forests are filled with collectible lore artifacts, creatures that fly across the night sky, spiders that dangle from trees, nervous watchmen on patrol. That is just the surface of what North to Hollow Grove has to offer in terms of immersion. It will only become deeper and deeper.


Until next week,



Nate
Glitch, LLC.
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