![]() ![]() So once we decided that, the programmers would come up with prototypes for the bosses, see what was fun to fight, do the art over top of that, and consider how they would look as a follower. In reflection, it would have been nicer to tie the follower and monster designs to different animal types. So then, at that stage, it kind of started bearing in mind when designing the monsters. So initially, I was just doing the monsters and the bosses. That was an idea that I think came at sort of midpoint in the project. So did you find yourself designing both of those simultaneously? And was there one that was more difficult to find that balance with than the others? ![]() Justin: speaking to like the bosses, like you mentioned, after we beat a boss, it turns into basically like a cute version of that boss. And then, when you fight the mini-bosses and beat the bosses, you recruit them to your cult. ![]() So it kind of made sense for the monsters you also fight to be animals, but the kind of monstrous twisted version of those. So we kind of ended up basing everything around animals, which went well with the themes. So yeah, we were very kind of very wary of going to far into that sort of demonic, gory, gruesome, monstrous designs. So we do have the kind of rituals and curses and sort of magic stuff, but we wanted it all to sort of fit within that kind of pagan, very naturalistic direction. So some of the bugger inspiration were, of course, the film Midsummer, and also Wicker Man, and those kinds of pagan, Wiccan, folklore vibes. And we wanted it to be a little bit more grounded in reality. But we kind of realized we didn’t want to go too far down the gory or gruesome, and we tried to find the balance. So we kind of had a bit of push and pull there. ![]() So I would draw things, and then Julian and Jay, the other two directors, will be like, it’s too cute, make it eviler, and more monstrous. So there’s definitely a struggle early on. I’ve always leaned towards the more cute and colorful stuff. Okay, so were there any designs that leaned too far one way or the other? That juxtaposition really started to sort of pop. But while still keeping our eye on our signature cartoony style was a plan early on when we landed on the theme of cults and the kind of idea of starting a cult with worshipers and then having the kind of dark world that you kind of got to explore. So we always wanted to bring in the horror elements and a darker side to layer on top. And I think that may be limited our audience to a degree. With adventure pals, one of our previous ones, we had a lot of people saying that it’s a kids’ game. James: I think we’ve kind of always had quite a cute sort of cutesy cartoony art style to all our previous games. Justin: So what’s the plan always to kind of strike this mix of the cute and macabre? Our main character, the Lamb, is the perfect example of this, so when given the opportunity to sit down and have a chat with James Pairmain, Art Director at Massive Monster, regarding Cult Of The Lamb, I jumped at the opportunity. Finding The Balance Between Cute And Horrifying: Cult Of The Lamb Interview With James Pairmain Art DirectorĪfter playing Cult Of The Lamb, one thing that stood out to me, and I’m sure everyone else, was this incredible mixture of dread and cuteness in almost every element. ![]()
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