The eras
The project is in pre-production. Each phase below is one step of the work, grouped into one era.
Pre-production
Everything before the first playable build: a pitch picked from a round of ideas, concept art, the written design, asset references, a colour correction for the hounds and chimes, and the start of a vertical slice in its final style.
- a 14 Oct
Pitch
donePicked from a round of game ideas: a touch-first grid puzzle in the Vesper Reach. Each level is a small board of stone tiles with a shadow hound and an exit pit. The player places crystal chimes; every chime rings, and the hound follows the loudest ring. Godot 4 with GDScript, in portrait; Android and iOS first, then Windows, Linux, macOS and Steam Deck.
One level is one short session of one to five minutes.
The first look from the mobile-ideas round, before the pitch was chosen. From the repo · 15 Oct - b 15 Oct
Concept art
doneConcept images generated with Flux 2 Klein: a first pass on the 4B model, then the 9B model for the keepers. The chime keeper and the citadel map are the picks shown here. The first palette was violet, which phase (e) corrects.
The chime keeper concept: a hooded wanderer with a lantern and a bundle of chimes. From the repo · 15 Oct The map concept: a winding path of stone bridges through fog, up to a citadel on the peak. From the repo · 15 Oct - c 15 Oct
Style guide, game design and screens
doneThe first written design: a style guide, the game design (hound movement, chimes, tiles, the first levels), a technical design (level schema, the solver, save and sync, platform integration), the monetisation (a free first area of 15 levels, a one-time Full walk unlock, optional cosmetic packs, no ads and no energy), and every screen described with a mock-up image.
69c7780Title screen mock-up. From the repo · 15 Oct Level map mock-up. From the repo · 15 Oct Hound run mock-up. From the repo · 15 Oct - d 15 Oct
Asset refinement
doneRefined reference art for the chime keeper (a turnaround and a set of poses) and the area-1 tiles: floor variants, moss, walls, crumbling and unstable tiles, and the exit pit. The keeper's chimes were still violet in this round, and the tile sheet's violet pit is an open question for the owner. The hounds were refined in the same round, in violet, and are shown in phase (e).
Keeper turnaround: front, side and back, with a crook, a lantern and a satchel of chimes. From the repo · 15 Oct Keeper poses: walking with the lantern up, kneeling to place a chime, holding one up as it rings, and looking up. From the repo · 15 Oct Tile sheet: stone floor variants, moss, walls, crumbling and unstable tiles, and the exit pit. From the repo · 15 Oct - e 15 Oct
Canon colour correction
doneThe hounds and the chimes were violet, which is not part of the Harrow's palette. The Harrow hounds are now smoked quartz, ivory and gold, with gold cracks and a gold core. The chimes are pale cantorite. The violet hounds are kept only as the before.
e68705dBefore: the hounds in violet, with purple cracks. From the repo · 15 Oct After: hound key poses in smoked quartz and ivory with gold cracks, including a fall into a pit. From the repo · 15 Oct After: the chime set in pale cantorite: shard, bell, cracked and hush cage. From the repo · 15 Oct - f 15 Oct
Vertical slice build
in progressThe vertical slice is started in its final style from day one, in portrait, so nothing has to be re-skinned later. The shots are the references it is built to: the level layout and the gold hound. They are not screenshots of a build yet.
Level play mock-up: the target layout for the slice. From the repo · 15 Oct Hound turnaround in gold: the final hound look. From the repo · 15 Oct
The images are concept art and reference sheets from the game's repository, and screen mock-ups made with an image model. Nothing here is a screenshot of a build yet. Images are shown as they were made, with their remaining flaws.