It is a very rewarding feeling for the whole team. When everything comes together, the Teacher's appearance, animations and sound, is when you understand that we have succeeded in creating a memorable character. But later in the production, (when the character has gone from concept art, to 3D model and into the game) when you finally get to play against the teacher, you are reminded of how scary the character is. Yes, it's a bit numbing after all these years. Is it numbing to work on something scary for years at a time? How do you keep the character in perspective, and remind yourself why it was scary in the first place? Everything in Little Nightmares 2 is intentional, and almost everything has a message to be deciphered.All the rooms, characters, and items have stories to tell that add to the games plot. The sequel to the teams previous horror-themed puzzle-platformer. There was also an idea to give her wings, due to her bird-like face, but that idea was quickly scrapped. Last month, Swedish developer Tarsier Studios released Little Nightmares II on Switch and other platforms. We also had to triple the length of the teacher's neck for it to work well in the game. Joined by Six, the raincoat wearing hero from the original Little Nightmares, only you can help her from fading away into nothingness. In terms of appearance, the Teacher is quite similar to the first concept art, but during the development we had to rebuild her 3D model because we were not happy with the way she looked. In one reoccurring painting, he appears to be. The first explanation is that Pale City, the Maw, everything is stuck in a time loop, hence how Mono eventually becomes The Thin Man. His attire changes depending on the picture that he is depicted in. The Barber appears to be a giant humanoid creature with wrinkly pale skin, dark hair that curls on either side of his head, and a mouth that is always open. He is armed with a large pair of scissors. After that, the concept art team tries to interpret the information and we start to draw, let our minds wander and create the characters on our own.Ĭan you talk about what changed with the teacher over time? How different is the version the team originally imagined versus what actually ended up in the game and releasing? The Barber (unofficial name) was an unused character for Little Nightmares II. At the meetings we look at reference images and discuss visions we have for specific characters such as a teacher, a chef or a janitor. Jonas Berlin: Not necessarily! It is a collaborative team effort and all concept meetings are initially kicked off by our Art Director, Per Bergman. Waypoint: What's the creative process like for coming up with a creature in Little Nightmares? Do people sit around in a room and share stories about what kept them up at night as a kid? Fortunately, the same person who made those first drawings of The Teacher was willing to answer my questions. Artwork Credit: Bandai NamcoĪs someone who plays a game after years of work has gone into making it, I'm always curious about what it's like for developers to work on a horror game for years, trying to hold onto the idea that made them scared and intrigued in the first place. Concept artwork for "The Teacher" in Little Nightmares 2.
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