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Steam News14 February 20179y ago

Developer Blog: Bringing Scarlett to Life

Read this on the Blackwood Crossing Developer Blog for full dev images and concept art! Bringing Scarlett to Life It’s time to dig deeper into Blackwood Crossing’s main protagonists, Scarlett and Finn.

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changedBringing Scarlett to LifeIt’s time to dig deeper into Blackwood Crossing’s main protagonists, Scarlett and Finn. Firstly to Scarlett, who our players control throughout. We’ll look at what we knew about Scarlett from the beginning, and how her personality and her in-game look developed over time. WHAT WE KNEW Getting the game’s two main characters into our world took time – we knew that to rush the personalities, around which the entire narrative was going to hang, was reckless. We wanted to explore the many different aspects of Scarlett’s personality, and how those fine details would influence her behaviour and reactions throughout the game. Our starting point for Scarlett was that she was a teenage girl, 14 years old. She had spent the latter half of her childhood growing up on her grandparents’ farm, following the sudden death of her parents aged seven. She still felt the loss of her parents and the wrench of leaving her old life, and has always felt slightly out of place. A square peg in a round hole… CHARACTER DEVELOPMENT We explored a few different high level personality types – an emotionally-charged artist; a punk; a tomboy; a rebel; even a preppy ‘It Girl’! Each of them had traits that we thought fitted with Scarlett’s character, but none of them were quite right. It was a bit of a Goldilocks situation. We eventually settled on her being a thoughtful, artistic hippy with just a touch of misfit rebel to reflect her difficult upbringing. We all agreed. Tonally, this felt right. She ‘grew up’. She became less tomboyish and more artistic and centred. And that was important, because with what Scarlett is going to see and deal with in the course of this story, she needed to be someone who could face the unimaginable with a coolly raised eyebrow. SCARLETT’S BACKSTORY Part of the process of coming to this decision was digging into Scarlett’s backstory and her character. At school, she’s a gifted but not outstanding student. Her deliberate, purposeful nature means she absorbs information that might sometimes be lost on her more distracted peers. Outside of classes, she’s drawn to solitary pursuits such as painting and sculpture over team sports or group activities. She’s slow to trust and build relationships, and this also extends to her interests and fashion. She has little time for the fickle, rapidly changing fads of popular culture, instead seeking out things with which she feels a deeper, more personal and lasting connection. Socially, she moves on the fringes of a number of circles, having not arrived with a ready-made clique like the girls from primary school. She’s mates with everyone but especially close to no-one in particular. Her grades are a little too good and her fashion not archetypal ‘cool’, but her looks and her confidence in her own being places her beyond derision. As the girl she was starts to give way to the woman she will become, Scarlett feels increasingly constrained by life and her position in it. She feels out of place and this is developing into an angst to push back, to break out of the ill-fitting world she has tolerated for so long. This growing voice is searching for outlets. BRINGING SCARLETT TO LIFE Starting out, we concepted different silhouettes, different styles. This was an

Blackwood Crossing changes

changedIt’s time to dig deeper into Blackwood Crossing’s main protagonists, Scarlett and Finn. Firstly to Scarlett, who our players control throughout. We’ll look at what we knew about Scarlett from the beginning, and how her personality and her in-game look developed over time. WHAT WE KNEW Getting the game’s two main characters into our world took time – we knew that to rush the personalities, around which the entire narrative was going to hang, was reckless. We wanted to explore the many different aspects of Scarlett’s personality, and how those fine details would influence her behaviour and reactions throughout the game. Our starting point for Scarlett was that she was a teenage girl, 14 years old. She had spent the latter half of her childhood growing up on her grandparents’ farm, following the sudden death of her parents aged seven. She still felt the loss of her parents and the wrench of leaving her old life, and has always felt slightly out of place. A square peg in a round hole… CHARACTER DEVELOPMENT We explored a few different high level personality types – an emotionally-charged artist; a punk; a tomboy; a rebel; even a preppy ‘It Girl’! Each of them had traits that we thought fitted with Scarlett’s character, but none of them were quite right. It was a bit of a Goldilocks situation. We eventually settled on her being a thoughtful, artistic hippy with just a touch of misfit rebel to reflect her difficult upbringing. We all agreed. Tonally, this felt right. She ‘grew up’. She became less tomboyish and more artistic and centred. And that was important, because with what Scarlett is going to see and deal with in the course of this story, she needed to be someone who could face the unimaginable with a coolly raised eyebrow. SCARLETT’S BACKSTORY Part of the process of coming to this decision was digging into Scarlett’s backstory and her character. At school, she’s a gifted but not outstanding student. Her deliberate, purposeful nature means she absorbs information that might sometimes be lost on her more distracted peers. Outside of classes, she’s drawn to solitary pursuits such as painting and sculpture over team sports or group activities. She’s slow to trust and build relationships, and this also extends to her interests and fashion. She has little time for the fickle, rapidly changing fads of popular culture, instead seeking out things with which she feels a deeper, more personal and lasting connection. Socially, she moves on the fringes of a number of circles, having not arrived with a ready-made clique like the girls from primary school. She’s mates with everyone but especially close to no-one in particular. Her grades are a little too good and her fashion not archetypal ‘cool’, but her looks and her confidence in her own being places her beyond derision. As the girl she was starts to give way to the woman she will become, Scarlett feels increasingly constrained by life and her position in it. She feels out of place and this is developing into an angst to push back, to break out of the ill-fitting world she has tolerated for so long. This growing voice is searching for outlets. BRINGING SCARLETT TO LIFE Starting out, we concepted different silhouettes, different styles. This was an

Read this on the Blackwood Crossing Developer Blog for full dev images and concept art!

Bringing Scarlett to Life

It’s time to dig deeper into Blackwood Crossing’s main protagonists, Scarlett and Finn. Firstly to Scarlett, who our players control throughout. We’ll look at what we knew about Scarlett from the beginning, and how her personality and her in-game look developed over time. WHAT WE KNEW Getting the game’s two main characters into our world took time – we knew that to rush the personalities, around which the entire narrative was going to hang, was reckless. We wanted to explore the many different aspects of Scarlett’s personality, and how those fine details would influence her behaviour and reactions throughout the game. Our starting point for Scarlett was that she was a teenage girl, 14 years old. She had spent the latter half of her childhood growing up on her grandparents’ farm, following the sudden death of her parents aged seven. She still felt the loss of her parents and the wrench of leaving her old life, and has always felt slightly out of place. A square peg in a round hole… CHARACTER DEVELOPMENT We explored a few different high level personality types – an emotionally-charged artist; a punk; a tomboy; a rebel; even a preppy ‘It Girl’! Each of them had traits that we thought fitted with Scarlett’s character, but none of them were quite right. It was a bit of a Goldilocks situation. We eventually settled on her being a thoughtful, artistic hippy with just a touch of misfit rebel to reflect her difficult upbringing. We all agreed. Tonally, this felt right. She ‘grew up’. She became less tomboyish and more artistic and centred. And that was important, because with what Scarlett is going to see and deal with in the course of this story, she needed to be someone who could face the unimaginable with a coolly raised eyebrow. SCARLETT’S BACKSTORY Part of the process of coming to this decision was digging into Scarlett’s backstory and her character. At school, she’s a gifted but not outstanding student. Her deliberate, purposeful nature means she absorbs information that might sometimes be lost on her more distracted peers. Outside of classes, she’s drawn to solitary pursuits such as painting and sculpture over team sports or group activities. She’s slow to trust and build relationships, and this also extends to her interests and fashion. She has little time for the fickle, rapidly changing fads of popular culture, instead seeking out things with which she feels a deeper, more personal and lasting connection. Socially, she moves on the fringes of a number of circles, having not arrived with a ready-made clique like the girls from primary school. She’s mates with everyone but especially close to no-one in particular. Her grades are a little too good and her fashion not archetypal ‘cool’, but her looks and her confidence in her own being places her beyond derision. As the girl she was starts to give way to the woman she will become, Scarlett feels increasingly constrained by life and her position in it. She feels out of place and this is developing into an angst to push back, to break out of the ill-fitting world she has tolerated for so long. This growing voice is searching for outlets. BRINGING SCARLETT TO LIFE Starting out, we concepted different silhouettes, different styles. This was an

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Steam News / 14 February 2017

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