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Skullgirls

Adam Tierney and Mariel Cartwright on the evolution of Til Morning's Light

May 17 // Jonathan Holmes
Tell us about the origins of Til Morning’s Light. Where did the concept come from and how did you two get involved? Adam: It started as an original WayForward pitch that Mariel and I teamed up on 5 or 6 years ago. In fact, I think it might have been the first project we worked on together. Mariel: I had just gotten started working with WayForward at the time, as one of my earliest game industry gigs. I do a lot of art for WayForward’s game pitches, and this was one of the first ones I did art on! I always thought it was a cool concept so it was great to see it come back after all this time. Five years is a long time. What changed about the concept between that initial document and the game you ended up making? Adam: Not as much as you'd think. From the beginning, the main character was always a teenage girl named Erica, locked in a haunted house, trying to survive overnight and escape by morning. The enemies were different - just bugs and rats and bats, from what I recall. And the concept was originally envisioned as a 2D sideview game (like the original Clocktower), whereas the final game is fully 3D. But thematically, it didn't change much. Mariel: Yeah, surprisingly, from my end the biggest thing visually that changed about Erica was her outfit. It was actually fun to revisit just a few drawings I did back then and really try to bring that character to life. Can you talk about each of your roles on the game? Mariel: I was the lead concept artist.  I designed Erica, the NPCs, and most of the creatures under Adam’s direction. I also storyboarded all the cutscenes in the game, and did a few bit illustrations you’ll see in the game. Adam: I wrote and directed Til Morning's Light, and led the design team. I basically oversaw all creative aspects of the production, working with all the artists and coders as they implemented everything. How would you describe Erica? What did you hope to accomplish with her? Adam: I've always loved the standard setup of a young female protagonist in horror games and films. In the original pitch, we had a very clear visual for Erica (from Mariel's art), but she didn't have much of a defined personality back then. After the game was signed with Amazon Game Studios, we came up with the idea of making her very meek and timid at the start of the game, then slowly evolving her to be more aggressive and powerful over the course of her adventure, so that the girl who came out at the end would feel like a completely different character. Mariel: I think Erica is someone that a lot of girls can relate to— smart, self-aware, but shy and afraid to stand up for herself. Adam: Stephanie Sheh (who voices Erica) really brought Erica to life as sort of a cute dork. Once we heard her take on the character, all remaining dialog was written with that personality in mind. So Erica got a little more hammy and sarcastic as production went along. In what ways does Erica “evolve” over the course of the game? Adam: In terms of VO and story, she begins the game timid and easily-frightened. Her wit and sarcasm is still there, but it's less confident. As the game progresses and she has to defeat all these insane bosses and creatures, Erica gets more and more frustrated and aggressive, so that by the end of the game she's the strongest person in the house. It was a lot of fun to build a story around the idea of your main character slowly evolving over the course of 12 story hours. Mariel: She also changed visually as well - starting with just her normal outfit at the beginning and becoming more tattered, dirty and messy as she progresses through the house. It’s a cool way to evolve her both mentally and physically and show how far she’s come. How would you compare Erica to other WayForward characters? Adam: She's much more subtle than most of WayForward's heroines. With characters like Shantae, Patricia Wagon, and Kebako (Cat Girl) you have very loud, action-packed, dynamic personalities that hit the ground running. With Til Morning's Light, there were still the usual WayForward sensibilities (especially in the visual design and gameplay), but we wanted a very slow build of the characters, and a slow reveal of plot points, with more emphasis on emotional highs and lows than we typically include in our game stories. Mariel: Yeah, Erica is less cartoon-y and more relatable of a character, I think. I definitely I see a bit of myself in her and I’m sure many others will too. Is Til Morning’s Light a “horror” game? How scary is this thing? Adam: Most people would consider it a horror game, I think. "Spooky" might be a slightly more accurate term. There are lots of unsettling, creepy moments, but there's no real blood or gore. If you've ever seen the film Coraline - which is kind of a film for teens, although there is still real risk and death - we're tonally pretty close to that, but maybe a little bit older and darker. I'd say our bosses are probably the scariest thing in the game - even though they're each charismatic (in their own ways), they're also a tremendous, deadly threat to Erica. What’s the gameplay like? Is it a mix of action and puzzling? Adam: Yeah, the game is equal parts exploration, combat, and puzzling. You explore the mansion grounds, which spans over 100 unique locations. Advancing through the game is very lock-and-key driven (in typical horror genre fashion). Combat is rhythm-based, using a touch input system of taps and swipes that get more complicated and challenging as you advance. And puzzling involves a little of everything - deciphering clues, finding pieces, combining and manipulating objects - everything you've come to expect in this genre. Mariel: Erica is a normal girl that’s been thrown into a crazy situation, so she doesn’t have an arsenal of weapons to blow up her enemies. She instead has to rely on what she has, which is basically just herself, so the combat and puzzles were designed around that. Are there any unique features in the game you can talk about? Adam: Most of the ghosts you encounter in the game are friendly. As a general rule in this game, ghosts are good and creatures are bad (and it's explained why through the story). But occasionally you'll come across a ghost that's lost and attempts to flee from Erica. These moments provide a game-long secondary objective to locate and essentially rescue all the 'lost souls' in the game (ghosts without memory of who they are or where they come from). This process involves first revealing the ghost by using the camera on Erica's phone (a mode that's enhanced in the Fire phone version of the game), then after the ghost is revealed, chasing it around the area until Erica absorbs it. Performing this process on all lost souls in the game yields a very special reward. What’s the story like in this game? And how did that come together? Adam: As I mentioned, it's really all about Erica. Although there are over a dozen speaking characters in the story, the story revolves around her. And even the types of secondary characters we included were done as a way to highlight different aspects of Erica (romance, confidence, being a child, being an adult, etc). I'd say the story legitimately runs the gamut of being very funny at times, then very unsettling, then very depressing, and ultimately a (hopefully) very satisfying conclusion. Mariel: I did all the storyboards, so it was important to really show how she changed from scene to scene. Everything from her expressions, posture, and appearance changed as the story progresses, so I’m hoping people really relate to that. Adam: The story was developed between WayForward and Amazon Game Studios. As a publisher, they are very collaborative and tend to assign 'experts' in each area of the game. So rather than me working on the game's story with only producers, they had a story expert who would go back and forth with me on plot, characters, and drafts of the script. The process was very exciting, and I think the story and dialog we ended up with is more developed than if we'd just put it together on our own. The game is getting a release on iOS, Fire phone, and tablets. Were there any challenges in making a game like this for mobile devices? Adam: Not really challenges as much as things we needed to keep in mind. Thematically, there are a lot of complex actions Erica performs in the game. But we wanted the game's controls to essentially support single-touch throughout the adventure. So boiling down a fairly complex, traditional horror game design to a handful of single screen taps took some real thought. The combat, as I mentioned before, is rhythm-based, and this came from us experimenting with a variety of different approaches early on. Initially, we tried combat that was directly-controlled (hit for hit), but to get that feeling good on a mobile device, we had to essentially overpower Erica (which worked against the game being a horror title). So, we ultimately went with a minigame-like rhythm interface, similar to Buddha Finger or Elite Beat Agents. Once we did that, we were able to have tight, challenging combat, but still keep Erica as only a semi-confident combatant. How is TML different from other action-adventure games offered on the iOS and Fire devices? Adam: First and foremost, it's a really meaty game. I think gamers will be surprised by just how much content is here - story, characters, locations, secrets, battles, etc. It feels like a console experience shrunk down for mobile devices, rather than the more bite-sized adventures you often see on mobile. There also doesn't seem to be a tremendous amount of deep horror games on mobile devices. There are a few that attempt this – Amazon Game Studios just shipped another great horror game, Lost Within, on mobile devices a few weeks ago. But overall, I think most publishers and developers don't attempt the genre on mobile because they doubt the possibility of something being creepy and immersive on a tiny screen. Hopefully Til Morning's Light will go toward proving that these types of games are very possible, and work well, on mobile devices.  How has working with Amazon on this game been? Adam: Amazon Game Studios has been a dream to work with. They're very hands on, but at the same time never interfered with the process or put up walls. I think their primary goal is to understand the kind of game that the developer is envisioning and then do everything they can to help realize that vision. Whether we were tackling story or combat or puzzling, I don't recall ever getting any mandates or notes I disagreed with (which as publisher, would be completely within their rights to do). They just sought to fully understand what this game was all about then use any and all expertise they had available to help make it as great as possible. I look forward to working with them on another project in the future. Were there any previous games in particular that influenced your work on Til Morning’s Light? Mariel: Oh man, I love horror games— Silent Hill, Clock Tower, Resident Evil, Fatal Frame — with a soft spot for ones with female protagonists, like Haunting Ground. I love stories where a normal girl is thrown into a terrifying situation and has to fight her way out, so I tried to channel that into Erica. Adam: I've loved horror games and films ever since I was a kid, so I'm sure it all had a subtle influence on this game. My project previous to Til Morning's Light was a Silent Hill title, which is my favorite game series. So SH fans might note some similarities in this game. The same goes for Resident Evil, Luigi's Mansion, Castlevania, Metroid - anything creepy with room-by-room progression.  Who’s the target audience for this game? Adam: Core gamers, the same people enjoying the best games on PS4, Xbox One, Wii U, and Steam PC right now. From the beginning, Amazon Game Studios let us know that this product should appeal primarily to core gamers, which is why Til Morning's Light is a very robust, console-like experience. Obviously we tailored the controls to what works best for mobile devices and tweaked some of our design implementations based on how people enjoy mobile games. But the goal was generally to create something very substantial and immersive. At the same time, there's no real blood or gore in the game. So although it can get pretty dark and unsettling and tense at times, younger gamers who aren't easily frightened should also find the game appropriate to play. Anything else you want to let our readers know about Til Morning’s Light? Mariel: I’ve wanted to be part of a horror game for a long time, so it was awesome to be given the opportunity to work on Til Morning’s Light. I can’t wait ’til it’s out so everyone can see what we put together! Adam: This is the most personal game I've ever worked on, and the talent on this team was some of the best that WayForward's ever put together. I can't wait for gamers and horror fans to check the game out, and hopefully it resonates with you all the same way it did with us.
Til Morning's Light photo
Skullgirls and WayForward devs speak
[Til Morning's Light is a new horror adventure title from WayForward and Amazon Game Studios, bringing together talent from titles such as Aliens: Infestation, Skullgirls, and... Sailor Moon? We've got a v... read feature

Skullgirls photo
Skullgirls

Skullgirls 2nd Encore bringing HOT 2D FIGHTING to PS4 and Vita


The gorilla fate is yearning!
Apr 30
// Joe Parlock
I love Skullgirls. It’s probably the most fun I’ve had with a fighting game since Soul Calibur 2, and I fuckin’ love fighting games. Now Lab Zero and Autumn Games have announced some pretty major updates to ... read
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Skullgirls

My new boyfriend is coming to Skullgirls this friday


Look at him!
Apr 14
// Joe Parlock
This magnificent specimen of a man is Beowulf, Skullgirls Encore’s newest character. The muscle, the grizzle, the hair… the dead animal pelts... oh gosh there are emotions. I want him to scoop me up in ... read
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Skullgirls

PSA: If you want Skullgirls' Eliza for free, you have until January 13


Encore
Jan 07
// Chris Carter
If you own Skullgirls Encore, you may want to jump into your respective marketplace and grab some free content while you can. Eliza, the newest character in the series, is currently free for a limited time. How limited? Well,... read
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Skullgirls

Skullgirls Beta trials Marvel vs. Capcom 2 Superjumps


Increased takeoff speed and air control
Dec 23
// Laura Kate Dale
Good news for any Marvel vs. Capcom 2 fans out there who also happen to be Skullgirls players: the game's Superjumps are taking a step closer to those of MvC2, at least in the current Beta build. Announced by Skullgirls lead ... read
Skullgirls Encore photo
Skullgirls Encore

Skullgirls Encore pushed back on PS4, PS Vita


Third crowdfunded DLC character is out now
Oct 01
// Jordan Devore
First, the not-so-great news: Skullgirls Encore won't be out for PlayStation 4 and PS Vita until next year. Developer Lab Zero Games has "expanded the scope of the port and [is] adding new features with the aim of making it... read
Smash Bros. photo
Smash Bros.

Skullgirls lead animator fantasizes about Fatal Frame in Smash Bros.


Would you want to see this 'develop' into something more?
Jul 17
// Jonathan Holmes
[Update: Mariel wanted you to know that the heavy lifting on the animation for Double was done by Dave Smith and BahiJD. The original concept for the character came from Skullgirls creator Alex Ahad.] Mariel Cartwright i... read
Skullgirls PS4, Vita photo
Skullgirls PS4, Vita

Skullgirls Encore takes another bow on PS4, PS Vita


You asked for it, and Lab Zero will deliver
Jul 10
// Kyle MacGregor
Skullgirls Encore is coming to PlayStation 4 and Vita later this year, Lab Zero Games announced today. The fighting game initially released in 2012 for PlayStation 3 and Xbox 360 before relaunching on those platforms and PC l... read
Sketchbook photo
Sketchbook

Skullgirls' rad lead animator selling a sketchbook until July 31


Mariel Cartwright's stuff is great
Jul 08
// Steven Hansen
Mariel Cartwright is taking one run of pre-orders until July 31 on an 80-page, black and white sketchbook, which was originally sold at Anime Expo. After July 31, you'll have to pick it up at next year's Anime Expo.  It's probably real good because her art is real good. read
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PS Plus

PS Plus: Skullgirls Encore and some sales


Get your free-to-play premium currency right here
May 12
// Jordan Devore
There are a few things to mention about this week's PlayStation Plus update, but most notably, Lab Zero's 2D fighting game Skullgirls Encore will be free for subscribers tomorrow. Big Band was recently added to the roster, so... read
Skullgirls character photo
Skullgirls character

Skullgirls' first male character coming for free to PS3 next week


Big Band Roethlisberger
Apr 18
// Steven Hansen
Big Band is coming to Skullgirls Encore for free next Tuesday. He's the first male character in the game. Finally, some representation. He's also a mix between Kill la Kill's Nonon Jakuzure and FLCL's cowboy hand. His taunts... read
April Fools' Day photo
April Fools' Day

Skullgirls pokes fun at Ultra Street Fighter IV's Decapre


Too soon?
Apr 01
// Jordan Devore
Skullgirls' latest character is a joke at the expense of Capcom and its recent reveal of Decapre for Ultra Street Fighter IV, except it's not a joke. Fukua, a clone of Filia, is actually going to be a playable character -- s... read
Skullgirls photo
Skullgirls

Skullgirls Encore adds tons of new free content


New character, new backgrounds, and more
Feb 13
// Jonathan Holmes
Skullgirls is back from the dead and better than ever. Free from the restraints imposed by former publisher Konami, Lab Zero and Autumn Games have brought the indie 2D fighter back with a vengeance with Skullgirls Encor... read
Skullgirls Encore photo
Skullgirls Encore

Typing of the Skullgirls announced for Skullgirls Encore


Can this mode just be in every game?
Dec 22
// Wesley Ruscher
Perhaps spurred by the recent invigoration that Sega has brought back to the Typing of the Dead series, the upcoming re-release of Skullgirls -- Skullgirls Encore -- will include an all new mode dubbed "The Typing of the Skul... read
Skullgirls photo
Skullgirls

Skullgirls will be reborn on the PSN and XBLA as 'Encore'


Lab Zero confirms new version in light of delisting
Dec 17
// Chris Carter
Roughly a week ago, we learned that Konami was demanding that Skullgirls be delisted from the Xbox Live Arcade and the PlayStation Network. Although we still don't know exactly why this is happening, we do know that... read
Skullgirls photo
Skullgirls

Konami is demanding that Lab Zero Games remove Skullgirls


PSN and XBLA game in jeopardy
Dec 07
// Chris Carter
[Update: Ravidrath of Lab Zero Games has added a bit of clarification to the situation.] Last night on the Salty Cupcakes 'cast, Skullgirls lead Mike Z dropped a bomb on the fighting game community -- their console ... read
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Get to know the people that make great videogames
Last Sunday on Sup Holmes (now on iTunes) we were treated to company of Cristina Vee, voice actress for League of Legends, BlazBlue, Tekken: Blood Vengence, Skullgirls, Pokemon Origins and many other games and animated ... read feature

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New releases

New releases: Purple is back in style


Plus, The Bureau, Splinter Cell, Disney Infinity, and more
Aug 19
// Fraser Brown
Bloody hell, this week, calm down. A slew of games are clamouring for your attention over the next seven days, some of them really rather good. At the top of the pile, however, is Saints Row IV. I didn't think the series wou... read
Skullgirls Beta Keys photo
1,300 more Steam codes up for grabs for the Dtoid community
[Update: Codes all gone!] Remember those Skullgirls PC beta keys we posted earlier this week? Yeah, they were so popular, they were claimed before the post was even live! (Sorry about that, by the way.) Thankfully, we're maki... read feature

Skullgirls PC Beta photo
800 Steam codes up for grabs
[Final update: New giveaway is live!] [Update 4: I have codes in hand and they are being loaded by our engineers as we speak. I've just finished personally PMing everyone in this thread a code; for the rest of you, stay tuned... read feature

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The Amazon from Dragon's Crown looks GROSS as a figure


But here's some better toys from other games
Jul 31
// Hamza CTZ Aziz
OH GOD MY EYES KILL IT WITH FIRE! [Update: These figures on display are garage kits, so it's all fan made stuff. For official figures, including the Amazon, take a look at this gallery.] Yeah, the Dragon's Crown characte... read
Skullgirls PC beta photo
Skullgirls PC beta

Skullgirls PC beta launches for Indiegogo givers


Test out Squigly!
Jul 05
// Chris Carter
If you donated at least $36 to the Skullgirls Indiegogo project, you'll be able to activate a beta copy of the game on Steam, compliments of your Humble Store account. Alternatively, you can still donate $36 or $81 to Lab Zer... read
Skullgirls crowdfunding photo
Skullgirls crowdfunding

Skullgirls roster almost doubled as funding campaign ends


IndieGoGo raises $829,829 holy crap
Mar 28
// Patrick Hancock
The IndieGoGo campaign for Skullgirls has ended, raking in a staggering $829,829. What an adorable amount to raise! This sum of money allows the team at Lab Zero Games to create five additional characters for the ga... read
Skullgirls photo
Skullgirls

Creator of Skullgirls porn officially joins Lab Zero


How big is your joystick?
Mar 20
// Vito Gesualdi
[Update: Skullgirls lead designer Mike Z has contacted Destructoid to say that ZONE's pornographic work was not considered during the hiring process. The writer apologizes for not making it clear that this was ... read
MLP: Fighting is Magic photo
MLP: Fighting is Magic

Pony Fighter to be remade with help from MLP:FIM creator


...and the creators of Skullgirls?
Mar 16
// Jonathan Holmes
Lauren Faust is a powerful person. She helped take a relatively unremarkable children's show aimed at pre-teen girls and transform it into a multi-media, multi-generation, multi-billion-dollar sensation. She also apparently h... read
Skullgirls DLC photo
Skullgirls DLC

Testosterone injection: Big Band funded for Skullgirls


Skullman joins Skullgirls
Mar 14
// Patrick Hancock
With two weeks left in its IndieGoGo campaign, Skullgirls has successfully funded its second DLC character. The first male cast member, Big Band, will now be developed for the game as the crowdfunded campaign has su... read
Skullgirls DLC photo
Skullgirls DLC

Skullgirls' Squigly DLC is already funded


More characters possible with higher funding
Feb 26
// Patrick Hancock
The Skullgirls' IndiGoGo campaign has already met its goal of $150,000 for the first DLC character, Squigly. Once completed, the character will be free for about three months on all platforms for owners download and enjoy, af... read
Skullgirls at Evo photo
Skullgirls at Evo

Skullgirls will have an Evo side tournament


Top eight will be streamed
Feb 05
// Patrick Hancock
As a way of saying thanks for raising over $78,000 in the Evo charity drive for breast cancer research, Evo will be helping out Skullgirls at this year's tournament. Skullgirls will get its own dedicated equipment t... read
Squigly photo
Squigly

Skullgirls' first DLC character is called Squigly


Squigly Squigly Squigly Squigly Squigly
Feb 02
// Hamza CTZ Aziz
While I'm happy to see Super Smash Bros. Melee finally appear in a major tournament, it does suck for some of the other games I was routing for. Specifically, Skullgirls. I met MikeZ, the developer of Skullgirls, a couple of ... read






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