Harold Halibut has been gestating for a long time. When the project began, art director Ole Tillmann wasn’t married – indeed he wasn’t even dating his future wife – and definitely didn’t have a three-year-old daughter to bring to the office in Cologne as indie team Slow Bros put the finishing touches on their uniquely handmade game. “She recognises the models – she’ll come to the office and be like, ‘Oh, Harold’s here!’” Tillman says with a laugh.
Across more than a decade of development Harold’s team has gained and lost a publisher, done side jobs to stay afloat, moulded dozens of models out of clay and wire and tiny hand-sewn clothes, constructed elaborate sets for a sprawling underwater habitat, and learned how to bring them to digital life with photogrammetry and motion capture. Then there was a matter of combining all those things into a videogame. “Ole and I both lost our hair in that time,” jokes game director Onat Hekimoglu.
They’re a well-matched pair, and not just for the clean-shaven heads. Hekimoglu vibrates with enthusiasm and drove the team forward with unending positivity; Tillman admits he’s the more critical one, but they both were deeply committed to finishing a game that at one point had seemed like it might become “a forever project”.
هذه القصة مأخوذة من طبعة July 2024 من PC Gamer.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
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هذه القصة مأخوذة من طبعة July 2024 من PC Gamer.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
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