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A friend of mine who was writing about Braid, who'd seen Braid at GDC, sent Jon my webcomic, I guess.

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I think that's how it happened. Or got us in touch.

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But the webcomic was essentially my portfolio for Braid.

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So there was some kind of... something in the comic that was felt close enough in spirit to Braid, I think.

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And I felt that way going into Braid, that there was some continuity and theme or approach or something like that.

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Hello and welcome to episode three of the Braid Anniversary Podcast.

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This time we're switching it up a bit.

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Our interviewee is David Hellman, who is the primary visual artist of the game.

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And when I say visual artist, that's always a little bit awkward because, you know, in the games industry we just call the person who does the graphics for the game the artist.

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So David is the primary artist on the game, you would say.

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But I don't like that terminology because I think game design is art and it's a very important art.

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In fact, it's central to what games really are.

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So, you know, why should visual art get the entire moniker of art for itself?

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And so I tend to say visual artist just as my own particular eccentricity.

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Anyway, David was the primary visual artist on the game.

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Some other artists worked on the game and David will talk about that.

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Most notably, Edmund McMillan did early animations and character designs that David then modified.

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David's going to talk about how he got started working on the game and how he developed the style that is so recognizable today.

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So let's get into it.

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I'm ashamed.

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What are you ashamed of, David?

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Um, I don't know.

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This game, this, if I'm trying, I'm not ashamed.

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I'm not ashamed.

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You really backtracked on that.

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What are you not telling me?

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Uh, this is an interesting thing to like explain work I did a long time ago.

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Okay.

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It's cool.

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I am happy about it.

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Um, I feel, I feel a lot of, I feel very fortunate about braid overall.

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Yeah.

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That it, it's been a really good thing for me, but it's also kind of, uh, it just feels lucky.

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I guess I think of braid as something that was very successful in the context of my life.

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And like people talk, talk about it like it mattered.

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And so I feel both proud, but also like that's just really lucky.

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Like there's always some distance.

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There's always like a gap between having done a thing and then like what, however it's received

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or exists in the world and other people knowing about it.

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And that, so it's, it's unique in my life as a thing that people know about more than I expect.

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Sometimes.

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Do you think that, um, you know, you kind of mentioned that it kind of has a life on its own

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outside of, you know, your experience with it.

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Yeah.

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And when you say you're ashamed that you feel lucky that, um, you know, is, is this just, um,

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kicking yourself and saying that like my work's not important or is it that like,

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like where's that coming from?

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Yeah, I don't want to be overwrought.

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Like I'm sort of kidding around, but, but I guess there's some, uh, like indifference feeling or

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kind of two-sided feeling because maybe, because, uh, maybe it's the other side of like feeling

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proud is feeling modest.

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Okay.

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Yeah.

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But you are proud.

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Yeah.

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And I think I feel most comfortable if I'm talking about the decision-making and the work

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and feeling excet creatively excited.

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Then I think then I really like talking about it.

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Okay.

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But, um, I'm also proud that, that like it was successful and that like, if I'm,

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I just met somebody upstairs and didn't bring up that I, you know, I met like an artist,

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a game artist.

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And I said, yeah, I'm like working on, I've done an indie game or something.

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And then was it you, you came over, was it?

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Yeah, you're right there.

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Cause there's another time Tom came over and the same thing happened

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with someone else came over and said like, he's not telling you he did braid.

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And that's all that's happened to me a bunch, you know, and that's what people do.

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Also, like that's what people do when you're talking to people in your industry and people

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know of each other's projects, you know, but, um, it's not like I'm in some random bar somewhere.

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And it's like, Oh, braid isn't that famous, but there's still that sense that I do feel proud

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that I made something that's important enough, I guess, or it was like effective enough as a product

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that we're now doing this much later.

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So I feel like a sense of pride and also a sense of like security and kind of like, um,

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I feel like I've received enough praise in my life to feel most, I don't know, fairly secure,

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which doesn't always work, but yeah.

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On that subject then, um, let's kind of go back to original braid.

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Okay.

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Um, and you know, I mean, I met you post braid.

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I don't know that it was like out yet, but it was like, I played it somewhere.

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The first time I met you.

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So I didn't know David pre braid, but who was David Hellman, you know, like at the start of braid,

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right?

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Like, I know you're an artist, but you know what, like, what was your medium?

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What were you doing at that time?

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I was pretty fresh out of art school, um, in Baltimore where I grew up and I'd been doing

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a web comic called a lesson is learned by the damages irreversible with my friend Dale Baran.

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He's a writer and, um, I was interested in games.

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I'd worked on some games in college with friend, a friend, some prototypes, I mean,

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but I was pretty far removed from like, um, any actual industry activity or like viable

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indie development.

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It was just kind of hobbyist stuff in an art school context.

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And I really didn't want to get a job.

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Dale and I both felt that way.

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And we were doing our comic as a way to forestall that, like, hopefully we would, um, just make

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something we would own completely on our own terms and then make a lot of money off of that

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and never have to get jobs.

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That was the goal, but we didn't have the business sense to pull that off.

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Um, I mean, I was selling posters that I was printing at home and it was just not the volume

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wasn't there and my kind of turnaround wasn't, wasn't, wasn't there.

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So it was, you know, paying for some of our costs, but, but not much more.

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Um, and then John, um, John Blow, uh, a friend of mine who was writing about braid, who'd

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seen braid at GDC, uh, sent John my web, my, uh, web comic, I guess, I think that's how

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it happened or, or got us in touch, but the web comic was essentially my, um, portfolio

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for braid.

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So there was some kind of something in the comic that was felt close enough in spirit

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to braid, I think.

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And I felt that way going into braid that there was some continuity and theme or approach

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or something like that.

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Yeah.

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I mean, what comes to mind for me, when I think of the two back to back, um, is surely

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just informed by the fact that it's your art, but, um, there's definitely a tonal connection.

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Yeah.

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I think so.

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Um, I, I mean, I actually struggled to come up with, with the, the adjectives to describe

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that tone, but I'm wondering if, if, if you know what they might be.

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I think the comic, a lesson is learned like braid.

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I think we were struggling with just messy stuff about human feelings.

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Um, kind of personal feelings, romantic feelings, uh, some yearning, some, sometimes literally

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like a romantic desire.

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And sometimes just the kind of discomfort, uh, in the world, like, like an existential,

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uh, uncertainty or something.

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So some feeling of incompleteness, kind of high level airy stuff, like, uh, emotional

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stuff and.

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You know, not like survival angst, but feelings.

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And then the artistic expression itself being a way of engaging with that.

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I think like the comic took many forms visually, like I, I, we were restless and changed it

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up a lot.

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And that's part of what made it really fun that we never had to just like be production

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line style and do a bunch of the same thing.

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It was always evolving a bit and exploring and that kind of search, uh, and like shifting,

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I think had something to do with trying to resolve irresolvable things that you're feeling,

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you know, and that's what I was trying to do.

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And also having fun with it, like enjoying the, uh, uh, the possibilities.

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And yeah, braid I think is also about some kind of hard to, um, some kind of search that's

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hard to exactly explain, but some kind of existential search or search for the, for

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like the truth of the world, um, access through one's own senses and thoughts, which are

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unreliable and, um, and also some kind of romantic search that kind of searching for some attachment

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that would be significant or profound or complete, complete the picture somehow.

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And, uh, and yeah, kind of reshaping the world, reshaping your world as, as experienced through

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your senses and thoughts.

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So, so kind of the way, um, the style of the comic changed, uh, the world of braid is,

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is in, is in the process of being created.

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That's what we wanted to come across that it feels like it's being made in front of

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you and it's alive and it's like, you're seeing a painting being painted in front of you,

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but you're inside of it.

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That was the, the idea.

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So where is that idea coming from, you know, maybe thematically with braid, like, like

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what, when you're, when you're expressing visually this idea of a painting coming to

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life in front of you and you inhabiting that space, um, what to your mind is it that, that

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is tying into maybe the narrative or the theme of braid that, that you're expressing through

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that?

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Well, I think Tim, the main character in braid is, um, trying to answer questions in his

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life and, and he's, he's doing it actively through an act of creation or maybe even thinking

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about it as an act of creation, because his thoughts become his world, the thoughts he

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constructs around himself that he needs to kind of parse what's going on.

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And so there's a kind of solipsistic aspect, maybe like, you know, I mean, I think we all,

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you know, interface through our own interface, the world through our own perceptions and

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everything.

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But I think in braid, it's a very conscious overt thing where, uh, it's supported in the

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narrative too, that he's like, has a creative power in the world and he's, he's, he's, he's

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has a creative power in the world and he's sort of trying different, um, experiments

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to see what will, what the, if he can understand the world better.

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So, so the, there's a creative, um, don't know if I'm answering your question directly,

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but the art, the art, the living painting idea reflects Tim's creativity in trying

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to create a world, create a, uh, create a framework that will allow him to have like

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that authentic encounter with, with the world, but he has to build that himself.

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It's not, I guess he can't just access it directly.

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It has to be discovered or, or yes, it builds some scaffolding towards it.

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So when there's, for example, um, maybe pieces of, you know, real world, uh, that are maybe

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like morphed and skewed within braids world, right?

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Like I'm thinking of furniture and, and, and, and like the house, like when there's props

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like that, you know, is, is that, um, is that Tim trying to sort of build a framework with

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what he understands in, uh, let me rephrase that.

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Is that Tim sort of like grasping at what he already knows and understands in, in, in

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order to like build a new framework for, for sort of building this, uh, I don't know, this,

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this, this new way of connecting, I guess you're asking if the, what role does that

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stuff play?

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You know what I mean?

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Like, like, because it's, it's not just, you know, I'm thinking of, um, I don't know what

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world I think it's five or six, where it's, you know, there's just like the giant drawers

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and, you know, and like that to me as an observer is like, that's something from Tim's real

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world that sort of like dream, like being painted into, you know, whatever he's got

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going on right now.

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Like, like what, what, what, what were you going for by incorporating those things?

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Yeah, well, the scenery in each world reflects the themes of the world, which are particular,

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which relate to Tim's particular state of mind and particular, uh, focus and, and everything.

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So in five world five is about the question of staying or going and world five explores

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two outcomes, two different outcomes from that fork, from that decision.

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So, um, when you rewind the last thing you did plays forward, but you're now existing

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in a parallel world.

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So it's first implemented in the, in the game play and the game systems, and then the puzzles

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engage with that idea that, that reality that created reality created by the programmer

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and designer of two worlds that do in fact, in front of you exist in parallel.

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And then, so then the art, um, tries to engage with that motif both, I guess, as a formal

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thing, but also emotionally.

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So if it's about saying or leaving, I want to represent both of those ideas.

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So we have a lot of, um, domestic objects, like the drawers and the comfy pillows and

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stuff.

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They're not there.

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They need to look really comfortable and nice.

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Like what a nice, uh, duvet, what a nice sofa.

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This pillow has a lot of texture on it, these beautiful old books.

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So there's a sense of value in them, but then they're, they're all out in a swamp.

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They're all out in the water and they're obviously deteriorating.

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Uh, they're in piles, so they're not well cared for anymore.

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So it, there's a contradiction that I'm just trying to turn into a visual, but I mean,

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hopefully it's sort of intuitive.

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It may feel kind of weird, but then it gives your mind something to like play with while

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you're also doing the puzzles.

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So when you're talking about these, these themes for different worlds and, and, you

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know, the visual elements that you use to, um, to visualize, I guess those, those themes,

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right.

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Um, are these ideas that were presented to you in a fully formed way, or were you able

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to contribute creatively to braid beyond just the visual looks of it?

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I got to contribute.

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Yeah, the way it started was John explained the theme of each world.

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And I remember the first email and it was just, uh, about this and it, and there was

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literally a list of like world two, uh, world three, world four, like one line about each.

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I mean, he would elaborate on it more, but, but I did start from just a very simple direction

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of, you know, the idea of, um, and I'd have to look at what that was to say exactly, but

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it might've been like the idea of staying or going, um, or, uh, world, you know, world

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two, which is the first one, confusingly being, uh, having a sense of possibility and adventure

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and optimism and feeling the most sort of normal as like a, uh, green Hills game area,

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you know, and then the world following that world three, having an increased sense of

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like magic to it, but also danger.

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Um, and, and forward from there.

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So it's just kind of like a very simple direction.

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And then, yeah, I had room to play.

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There might've been cases where he had a specific thing he wanted, but I definitely had room

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to explore.

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Did you contribute in a game design sense at all, or were you strictly limited to visuals?

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I did get to contribute the design a little bit and, uh, I was happy with it.

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I was happy about that.

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I remain, remain proud of it, uh, because I only recently started working with John

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and it was all remote over email.

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So, you know, but I was excited.

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So I didn't know this guy, but I was excited that we were doing this thing together and

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great job for me to have at the time.

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And John was trying to figure out how to visually justify how to make it intuitive that there

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are moving cloud platforms that disappear and then reappear somewhere else kind of looping.

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They're just moving platforms that have to loop, um, from kind of arbitrary positions.

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And he actually emailed me and some of his designer friends, and there were a bunch of

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ideas and I had the best idea, which was to use something that already existed, which

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were the cannons.

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There were already two kinds of cannons, cannons that shoot fireballs, which is what you would

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expect and cannons that shoot, um, monsters.

248
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So there was already an idea that cannons can shoot non-obvious things.

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And so the cloud was just another extension of that, the cloud cannon.

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And that way you have the cloud itself is the visual starting point of the cloud.

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And when the cloud hits an object, hits a wall, it will disperse and then the cannon will

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fire again.

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So, uh, yeah, it was just like kind of an elegant solution.

254
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As a former producer, I very much appreciate the recycling of concepts.

255
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What was the state of the game when you first got involved?

256
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When I first got involved, the game was functionally complete.

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It would change in some ways after that, but it was fully playable and looked done except

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that the art wasn't there.

259
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Well, there was some art.

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John had actually hired some, I think he hired a firm which had assigned some artists to

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the project, but then they were taken off of it because of another client, essentially.

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And they were, the art that was there had, if I remember right, it had,

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it wasn't like photo real, but it had kind of more towards a realistic children's book

264
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illustration style, I think.

265
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And I remember like logs and forest scenes and the scale was different.

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Like the logs were very large, like it made Tim look like a little bug or something.

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And everything else was like tall grasses and logs and twisty trees and stuff.

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And actually that kind of, that had some influence on me.

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Like I took that as a cue to do trees, which I like drawing trees anyway.

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But then large parts of the game were just like without art, like just like bounding boxes

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or like simple volumes with a repeated texture or whatever.

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Edmund McMillan of Super Meat Boy, Binding of Isaac fame and others was working on the

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game and had done character sprites.

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So the character sprites were quite far along, maybe finished.

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And so that was, that didn't stay, but they remained influential.

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Like I ended up working over them.

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So in some cases they remain very much the look of the characters.

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Does that include Tim?

279
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Like, did you design Tim or did you just refine him?

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I refined Tim.

281
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The Edmunds characters that remain very close are like the greeter dinosaur at the end of the worlds.

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The claw or the plant that comes out of the pipe.

283
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The rabbit is pretty close.

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The monster creature, the sort of Goomba, like round guy that walks, was redrawn a lot.

285
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But, but use, like kind of re-use frame by frame.

286
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So I think like the way the feet move are exactly how Edmund did them, I think.

287
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And then Tim, Tim, I changed the look fully.

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Like the face is totally different.

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The head, the proportions are a little different, but I think it was based on all of his, his framework.

290
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So probably the way he moves is, is Edmund's work.

291
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When you're drawing Tim, is he a real person to you?

292
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Is that, is that a person in your head?

293
00:22:51,600 --> 00:22:52,100
No.

294
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I try to give him John's cheekbones.

295
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Is that right?

296
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Yeah.

297
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I think that's all though.

298
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So do you think of him as, as, as autobiographical John,

299
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or do you just think of him as a video game, generic sprite?

300
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I think of him as having elements of John, just because the game was John's game.

301
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But, I don't know, he's, he's, his job is to be like the game character.

302
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So he's like, he's Jumpman.

303
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He's the guy who's in there doing that stuff.

304
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And like, he's, he's, he's emotive, but not to the full breadth of like,

305
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what the story would, would imply or demand.

306
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So he's more of like a cipher for the player.

307
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He's like there to be the game character.

308
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And I think, I think there, actually, I think there's some interesting tension between

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like the amount of depth or kind of like emotional range suggested by the story,

310
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by the parts you read before the, the worlds and the way Tim looks.

311
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Cause he's, he's not as emotive as, as, he doesn't have the burden of like

312
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acting all these different, different shades and facets.

313
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He's like a game character.

314
00:24:08,720 --> 00:24:13,040
On that note, your personal life before this, before Braid,

315
00:24:13,040 --> 00:24:15,840
what was your relationship to 2D platformers?

316
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Was that, was that a kind of game that you enjoyed prior to this?

317
00:24:19,200 --> 00:24:22,720
Yeah. I grew up on Nintendo games.

318
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Let's see. I mean, there's a lot of Mario references.

319
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So yeah, that absolutely was loomed large for me.

320
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So when you're, for example, thinking about, you know, animation frames,

321
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like turnaround frames, jumping frames, are you mostly drawing from Super Mario?

322
00:24:42,720 --> 00:24:46,480
You know, well, I mean, again, the, a lot of the animation was already

323
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prototype by Edmund or drawn, fully drawn by Edmund, but it ended up being treated

324
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as a prototype because I painted over, but those are his poses in general.

325
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But there is a way that like Tim's look is Mario like, I mean, he's wearing a suit,

326
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which I think, I mean, you know, thinking about it now and having like surprising

327
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thoughts because the, uh, what I was going to say about it was Mario is like a game,

328
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archetype. He's just sort of like a game character.

329
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And then Tim is sort of taken into more realistic real world direction.

330
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Like he's wearing a suit. So he's like a real guy.

331
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But I don't know if that makes any sense. I mean, Mario is wearing overalls because

332
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he's a plumber. He's just blue collar and Tim is like the white collar.

333
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So I think it's probably truer to say that not that like Tim is a realistic Mario,

334
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but he's just a white collar Mario. He's like the, he's a PMC Mario.

335
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He's professional class Mario. There's rabbits in this game.

336
00:25:43,600 --> 00:25:45,680
Yep. You foster rabbit.

337
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Yeah. That's the question.

338
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We have rabbits, but that happened much later.

339
00:25:52,320 --> 00:25:55,440
Okay. So no connection in your art style.

340
00:25:55,440 --> 00:25:56,000
No, no, no.

341
00:25:57,760 --> 00:26:02,400
I, in fact, I would have drawn the rabbits differently if I'd had rabbits when I was

342
00:26:02,400 --> 00:26:04,400
working on grade. Okay.

343
00:26:04,400 --> 00:26:10,560
You know, let that water, there we go. Um, what would you change about the rabbits

344
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now that you're, you foster rabbits? If you were starting from scratch?

345
00:26:14,320 --> 00:26:20,000
That's a really good question. I have, I have like a very much richer and personal sense of what is

346
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cute about rabbits. So I would have, um, I would definitely would have captured more of the

347
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expressions of, of our rabbits and their body shape. Probably.

348
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Would you have kept them as vicious as they are?

349
00:26:34,720 --> 00:26:35,600
Yes, I think so.

350
00:26:37,360 --> 00:26:40,000
Tell me about art school. What did you study in art school?

351
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I was a general fine arts major, which gave me the most flexibility,

352
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which is very much in keeping with my whole like avoid a job, avoid obligations stuff

353
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and do things that I want to do. So, um, that let me do, I did a lot of studio art classes and,

354
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and, um, I wanted, I was grounded in like real materials. I was very interested in like

355
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charcoals and paint and stuff like that, which I hadn't done a lot before.

356
00:27:06,800 --> 00:27:14,800
So that influenced me a lot. Um, even though I would end up working mostly digitally, uh,

357
00:27:14,800 --> 00:27:20,800
like braid is all digital art and everything I do now, but, um, that experience of working with

358
00:27:20,800 --> 00:27:27,280
real materials changed how I worked. Cause it, it's much more fluid and like, you're like molding

359
00:27:27,280 --> 00:27:31,920
and sculpting sometimes, you know, like, like with, um, like as a kid, I would draw it mostly with

360
00:27:31,920 --> 00:27:38,000
markers and you just have to kind of anticipate the page well enough to like put the lines down

361
00:27:38,560 --> 00:27:43,200
with a strategy of like building up from, you know, you kind of pre-visualize it enough and

362
00:27:43,200 --> 00:27:48,400
then you build up with some strategy to like assemble things and leave the enough room for

363
00:27:48,400 --> 00:27:54,160
everything and put the focal point where you want and everything. But with materials like charcoal

364
00:27:54,160 --> 00:28:00,880
and oils, they can evolve. You can go over and move them around a lot. So I got very interested

365
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in that whole process and, um, felt that it reflected in some way, like the complexity of,

366
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of like being a human or something that we were trying to capture in the comic,

367
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a lesson is learned and that I felt was relevant in braid that life involves a kind of messy search

368
00:28:22,160 --> 00:28:27,440
for the right shape of things. And you're gonna, you're gonna try something and then wipe it out

369
00:28:27,440 --> 00:28:33,600
or go over it again, or it will, there'll be surprises and discoveries as you go and you'll

370
00:28:33,600 --> 00:28:39,840
find yourself doing something by engaging with that confusion and that mess. Um, you'll find

371
00:28:39,840 --> 00:28:44,320
something you wouldn't have found otherwise. So you're not always able to pre-visualize and

372
00:28:44,320 --> 00:28:51,840
just go indirectly. Not, not that that doesn't also involve discovery and responding to what's

373
00:28:51,840 --> 00:28:59,200
in front of you. It does, but I got interested in that messy process. So in that process, I mean,

374
00:29:00,960 --> 00:29:10,320
does, does that messy approach, um, allow for like say happy accidents for sure. Yeah. You're

375
00:29:10,320 --> 00:29:19,040
bound to have happy accidents and I like things that are irregular too. So sometimes, um, you end

376
00:29:19,040 --> 00:29:25,040
up, you know, making a, sometimes I literally make a, make a mess, like just make some scribbles and

377
00:29:25,040 --> 00:29:31,040
then start to draw over them. And then I'm forced to focus in a way that I'm seeing the new thing

378
00:29:31,040 --> 00:29:36,160
I'm putting down, um, and kind of filtering out the thing that it's on top of, but then it gets

379
00:29:36,160 --> 00:29:42,480
incorporated surprisingly sometimes, so I may only cover like half the canvas, but the half that's

380
00:29:42,480 --> 00:29:46,960
showing through is now serving the thing that went on top kind of by accident. But then I allow it

381
00:29:46,960 --> 00:29:54,480
to allow it to exist. Were there any elements that come to mind in braid that, um, you weren't

382
00:29:54,480 --> 00:30:00,640
visualizing when you started throwing the digital paint down that just sort of like materialize

383
00:30:00,640 --> 00:30:06,240
themselves out of the marble? Well, you said out of the marble. That reminds me of a quote,

384
00:30:06,240 --> 00:30:12,080
isn't that the Michelangelo quote that, did you know that? Oh, I thought that's why you said out

385
00:30:12,080 --> 00:30:18,880
of the marble. But there is a quote from Michelangelo, I think, um, or at least a saying

386
00:30:18,880 --> 00:30:23,360
about him. Oh, sure. I mean, that is what I was drawing. Yeah, yeah. That he would, uh, see the,

387
00:30:23,360 --> 00:30:28,320
I see the figure in the block of marble and free it. And that's what I'm thinking of when you're

388
00:30:28,320 --> 00:30:33,840
describing this mess process and that sort of carving away at it. But that quote, I don't know,

389
00:30:33,840 --> 00:30:38,880
I haven't heard like discussions of that, but that suggests to me almost more of like a sense of,

390
00:30:38,880 --> 00:30:43,680
um, that the final form is kind of faded or dictated somehow. Like it's already there and

391
00:30:43,680 --> 00:30:51,760
he just has to reveal it. And then, and marble is, is so, um, like hard and doesn't move around. So

392
00:30:51,760 --> 00:30:57,920
once you chip something off, it's basically done, but that's so different from like the,

393
00:30:57,920 --> 00:31:02,240
from messy painting where you're pushing things around back and forth and there's no like definite

394
00:31:02,240 --> 00:31:07,040
endpoint. It's just like, um, you could work it forever. You don't run out of marble to chip off.

395
00:31:07,040 --> 00:31:12,640
I don't know if I answered your question though. I think you did. So you had done some, let's say

396
00:31:12,640 --> 00:31:20,880
amateur game development before braid. Are there like braid looking prototypes that, you know what

397
00:31:20,880 --> 00:31:25,520
I mean? Like that you worked on, like, is there any sort of similarities between braid and, and,

398
00:31:25,520 --> 00:31:33,360
and your, your past, uh, game prototypes? I don't think so. Um, I don't remember the things that I

399
00:31:33,360 --> 00:31:38,800
can think of now look very different. Like I remember working in, um, like black and white,

400
00:31:38,800 --> 00:31:48,080
low res pixel art and doing 16 bit style art and even doing some 3d stuff, which, um, as I remain

401
00:31:48,080 --> 00:31:54,640
a beginner in all that, but, um, you know, building like some kind of 3d castle and having a critter

402
00:31:54,640 --> 00:31:57,440
run around. So probably nothing like braid.

403
00:31:57,440 --> 00:32:01,600
I think a hard time visualizing 3d art from you to be honest.

404
00:32:02,960 --> 00:32:09,200
It's just like a Minecraft type thing. Blocky, but I, but I do like space and designing spaces

405
00:32:09,200 --> 00:32:13,600
and the feeling of being inside of a thing or you've gone outside or on top of it and all that

406
00:32:13,600 --> 00:32:19,520
stuff. Yeah, that I'm having an easy time imagining for sure. Just based on, you know, things like

407
00:32:19,520 --> 00:32:25,600
second quest, right? Like that's, that's definitely you. Um, do you feel that there were, you know,

408
00:32:25,600 --> 00:32:32,880
do you feel that there were other artists you were tapping into when drawing bright?

409
00:32:32,880 --> 00:32:38,720
Yeah, I always cite Paul Cezanne definitely his work definitely had a huge impact on me and, um,

410
00:32:39,440 --> 00:32:46,240
and I've looked at it a lot. I really liked how they're probably just some like formal

411
00:32:46,240 --> 00:32:52,320
similarities. I could point out like the way he constructs things with a lot of regular brush

412
00:32:52,320 --> 00:32:57,200
strokes that many of them are kind of kind of close in size and shape and it's just like

413
00:32:57,200 --> 00:33:01,440
a lot of strokes, but he's also building with like a very strong sense of geometry.

414
00:33:02,560 --> 00:33:10,880
And I do that in some way, but, um, there's also to me, like a vibrancy in the way he combines

415
00:33:10,880 --> 00:33:19,120
colors and, and I just have a feeling that his work has a search about it. Like he's searching

416
00:33:19,120 --> 00:33:25,680
for something beautiful and ordered for him and the way he handles contours and shapes

417
00:33:26,400 --> 00:33:33,040
they kind of shimmer. It's kind of like, there's a vibration to it. So, um, things aren't like

418
00:33:33,040 --> 00:33:39,680
locked in completely firmly. Like they're like marble. It has a kind of shimmeriness to it. Like

419
00:33:40,560 --> 00:33:45,040
the way, um, which feels like perceptual to me, like the way your head moves around side to side

420
00:33:45,040 --> 00:33:53,200
a little bit. And therefore things are kind of hovering around more than, you know, being

421
00:33:53,200 --> 00:33:59,840
completely, uh, reliable and solid. I think that kind of hovering feeling is also feels somehow

422
00:33:59,840 --> 00:34:03,680
related. I don't know. Just, that's just how life is. Like things are kind of, things shift and,

423
00:34:03,680 --> 00:34:09,200
and are a bit unreliable, but you try to keep your bearings. It's interesting. This is, you know,

424
00:34:09,200 --> 00:34:16,240
maybe the second or third time this theme has come up in this conversation of, um, kind of

425
00:34:16,240 --> 00:34:22,320
searching for truth through art. Right. I mean, is this something that, you know, I feel that from

426
00:34:22,320 --> 00:34:27,360
the game design as well from the narrative, right? I mean, is this, is this something that

427
00:34:28,240 --> 00:34:34,880
you think maybe connects you and Jonathan? Yeah, I think it, I think that was a similarity that

428
00:34:34,880 --> 00:34:41,440
made me feel at home with the project very quickly. Yeah. And it's something that, you know,

429
00:34:41,440 --> 00:34:46,160
is it something that, well, actually this was the next question I was going to ask was, um,

430
00:34:47,760 --> 00:34:51,040
what did you think of the game when you got it? Were you, were you like, oh, this is, this is a

431
00:34:51,040 --> 00:34:55,520
cool game. I'm really excited to work on this or, you know, like, like what was your perception of

432
00:34:55,520 --> 00:35:02,080
the game when it came in? I thought the game was cool. Um, I thought it was clever. I thought it,

433
00:35:02,080 --> 00:35:08,320
um, I thought it was clever. I thought it had integrity. Like I, I could tell, you know,

434
00:35:08,320 --> 00:35:13,680
cause he would talk about this, but it was also obvious in the game that it, it really, um,

435
00:35:13,680 --> 00:35:20,160
gets to the point, you know, it's doing something interesting and it's self-aware and focused. And

436
00:35:20,160 --> 00:35:27,200
so it's not like larding it up with a lot of, um, tropes and kind of trinkets and things.

437
00:35:27,200 --> 00:35:33,360
So it's, um, you know, John would always say this game values your time. So yeah, it felt,

438
00:35:33,760 --> 00:35:40,080
it felt like something intentional and cool and, um, intelligent, like there was some, some, uh,

439
00:35:40,880 --> 00:35:47,200
but you know, it also, it also felt like, I think it w this may be retrospective more than how I

440
00:35:47,200 --> 00:35:54,560
felt at the time. I don't know, but it, it did feel also like the natural thing for someone to do,

441
00:35:54,560 --> 00:36:00,720
because I, even though I was living in Baltimore and just kind of engaging online and stuff like

442
00:36:00,720 --> 00:36:03,680
that, I think there was a sense that, uh,

443
00:36:07,040 --> 00:36:17,440
games were ready to become more personal and to use some established, um, forms and formats to,

444
00:36:17,440 --> 00:36:26,800
um, to be more introspective or philosophical, that kind of thing. Like I remember kind of applying

445
00:36:26,800 --> 00:36:31,360
that to even a Zelda game, like talking about the light world and the dark world as having some kind

446
00:36:31,360 --> 00:36:35,920
of, I remember actually my friends laughed at me because I was getting too, uh, highfalutin about

447
00:36:35,920 --> 00:36:40,880
it, but like, you know, the idea that there's a world and then there's like a, there's like a,

448
00:36:40,880 --> 00:36:45,600
a symbolic world behind it that reflects some truth. Like I thought I just wanted to, you know,

449
00:36:45,600 --> 00:36:54,160
like, I just thought games can do all this stuff, you know, but you, you, if you strip away, um,

450
00:36:55,760 --> 00:37:04,480
this stuff that just feels very like genre, uh, tropy and, and kind of put in some signifiers to

451
00:37:04,480 --> 00:37:10,480
kind of hint that it's okay for people to think about it more deeply, then they'll start to have

452
00:37:10,480 --> 00:37:22,640
a more profound experience with it. So, okay. So you were in Baltimore, um, working remotely over

453
00:37:22,640 --> 00:37:30,880
email. Um, when you were working on Braid, where did you do that physically? I was in my parents

454
00:37:30,880 --> 00:37:37,040
house. I'd finished art school and I'd moved back to my parents' house, which was nearby

455
00:37:37,040 --> 00:37:43,600
and I don't remember what I was planning at the time. I tend not to plan very much. So if I have

456
00:37:43,600 --> 00:37:49,520
something to do that, you know, if I'm doing a creative project and I'm okay in the present,

457
00:37:50,720 --> 00:37:58,240
I focus on that. So, um, I'm, it's possible I was just living there and, um, got this

458
00:37:59,600 --> 00:38:05,200
Braid gig and was doing that for a while. And then, and then it didn't take long to start,

459
00:38:05,200 --> 00:38:08,960
to start, that I started to think about moving to San Francisco. I kind of, I did want to move.

460
00:38:08,960 --> 00:38:15,440
I did want to leave Baltimore, but yeah, that's where I was at the time. When you do Braid art

461
00:38:16,240 --> 00:38:23,440
then and, or, you know, other than like original or anniversary, I mean, is there,

462
00:38:24,480 --> 00:38:32,240
is there a particular like mode that you have to put yourself in? Yeah.

463
00:38:32,240 --> 00:38:40,560
Well, there's certainly, yeah, I'm sure there is, but I might have to like conjure it,

464
00:38:41,040 --> 00:38:45,520
but I guess there would be like some emotional mode, but definitely like a technique mode.

465
00:38:46,960 --> 00:38:53,200
Like the way I painted Braid, actually I don't do that anymore because it, it's too time consuming.

466
00:38:54,160 --> 00:38:58,880
Like I worked, like I mentioned a lot of little brushstrokes. So it's a very inefficient way to

467
00:38:58,880 --> 00:39:03,440
paint actually. It's just kind of crawling over everything with like a small brush.

468
00:39:04,000 --> 00:39:08,320
It's not the smallest, you know, but it's a lot of individually placed. It's like a lot of

469
00:39:09,120 --> 00:39:17,200
stippling and poking and, you know, a lot of sampling. What I would do was work with kind of,

470
00:39:19,200 --> 00:39:25,280
kind of work with one brush a lot of the time. And that changed a bit, which one I was using,

471
00:39:25,280 --> 00:39:30,000
but I'd work with one brush that was like a round brush with a very simple shape or maybe

472
00:39:30,000 --> 00:39:33,840
like a little bit of texture, a little bit of grain on it. Or like sometimes I was using a

473
00:39:33,840 --> 00:39:43,760
brush with a canvas texture that a lot of people noticed in the original Braid. I'm using one brush

474
00:39:43,760 --> 00:39:54,960
and its opacity is set to like 60 to 75%. And as I go, I'm, I'm just, I'm just, I'm just

475
00:39:54,960 --> 00:40:00,960
sampling with the eyedropper. So I'm sampling locally, painting transparently and then sampling

476
00:40:00,960 --> 00:40:07,040
again. So I'm getting more subdivisions of color. And so that, that's kind of how I worked on it.

477
00:40:07,840 --> 00:40:13,360
And when you revisited it, did you go back to your old techniques to make sure you were sort

478
00:40:13,360 --> 00:40:18,400
of being true to Braid or did you, did you have new techniques to come up with sort of similar

479
00:40:18,400 --> 00:40:23,840
aesthetics? I think I did largely the same thing. I was working, actually I did the new Braid art

480
00:40:23,840 --> 00:40:29,680
mostly in Procreate on my iPad, which I was using for a long time. So a little bit different

481
00:40:29,680 --> 00:40:40,000
workflow, but yeah, very similar ultimately. Thanks for listening to the Braid Anniversary

482
00:40:40,000 --> 00:40:45,680
podcast. We'll be back next week with another episode. What'll be in it, we don't even know yet,

483
00:40:45,680 --> 00:40:53,680
but till then enjoy life. In this episode, Frank Ciafaldi asked the questions, David Hellman,

484
00:40:53,680 --> 00:40:59,840
answered the questions, Jason Brisson produced, and Will Torbett edited. Thank you and we'll see

485
00:40:59,840 --> 00:41:28,000
you next time.

