This time we will talk less about the backstory of our Hunters; it is time to tell you more about the creation process.
In the beginning, Occultist was ment to be greatly inspired by the appearance of the nobles from the Polish–Lithuanian Commonwealth from the turn of XVI and XVII centuries. If you are Polish, or you’re into Polish culture and history, you’ve probably heard of Pan Twardowski. You’ve got +100 points of awesomeness, if you’ve already noticed the similarities between Pan Twardowski and Occultist.
If you did not – Pan Twardowski was a Polish nobleman, who made a pact with the devil. In the end: he was smart enough to fool the devil and save his soul. Twardowski was a kind of sorcerer and an alchemist. I liked this concept very much, so I decided to form our new Hunter this way.
So, we had the basis: a nobility costume, XVII century, Poland.
Hi there! My name is Adam Waleszyński and I’m doing sound and music for Alder’s Blood.
In the beginning I want to introduce myself a little bit.
I’m a guitarist, composer and co-founder of Warsaw-based instrumental band called Tides From Nebula, in which I played and toured with for the last 10 years.
I never attended to any music school, I never took any lessons. For the last 5 years I was self-educating on music production and partially sound design by doing small jobs for small commercials and documentaries.
And then I met guys from Shockwork Games and happily I became a part of their family. So for the last 18 months I’ve been with them and we finished some small mobile games together as an outside job for someone else. Anyways, time has come to do something which is really close to our taste and our hearts. We decided to make Alder’s Blood, since most of us are really into creepy, dark stuff. So without further ado! Below in couple of words I’ll try to show you my approach to this game.
Do you remember the text about Jaeger, ex-officer, very brave and praiseworthy Hunter? I think this is the right moment to change the vibe a little bit and present someone less noble, someone like Rambler.
Rambler never hid his true nature, which resulted with many friends and many enemies. Peasants were always by his side, welcoming him with open arms, as he never refused to help them fight the beasts that haunted their household.
From the very beggining we knew that we will have different classes of Hunters in Alder’s Blood. In our thoughts, we felt that each one of them should be different than the other ones, expecially in terms like: the character graphic design, set of weapons and a little bit of backstory that can be included in the script.
Let us intruduce you the one of our Hunters, more known as Jaeger.
Hi fellow gamers! Since it’s my first article here, on our blog, let me introduce myself real quick. I am Alex and I’m concept artist and illustrator at Shockwork Games. I’m responsible for the art style and graphic assets for the whole project. I want to talk a bit about progress in designing terrain objects for Alder’s Blood.
Our art director and project manager, Michał, gave me instructions to go for an autumn forest-like tileset mixed with forgotten cementaries for first locations, that you will encounter in game. Yeah, it sounds like a simple choice, as we set the game in Victorian-like times and the only natural way is to have vast forests around human cities and villages. It will be a good enough introduction to world of Alder’s Blood. My job was to add a bit of that mystery to all of it, giving some lore hints.
One of our main concepts in lore are nature-like forces from unknown source, trying to take over what humanity have built. Thus we have monsters born from these sources (I will not spoil any of the origins, spoilers doesn’t sound like fun, I know). I wanted to represent that concept in some unnatural, twisted objetcts…More like white trees that instead of leaking sap they leak blood…
About 2 weeks ago we needed some voices of werewolfs, demons and monsters generally for Alder’s Blood prototype. We met at our “graphic designers couple” place (the flat of Michał and Alex). Adam, our sound designer brought a mobile studio with him. So finally we started recording. We have to say that recording our own voices was pretty awkward at first, but after some time spent in front of a microphone everyone became confident and the results were really awesome. None of us tried voiceacting before and we didn’t work in a professional studio environment, but we were blown-away even by the raw mixes. So we decided to share this video with you, because it’s just so adorable. Almost every member of Shockwork Games, trying his or her best becoming a werewolf – priceless! Don’t laugh too much, okay?