• Register

Fleish & Cherry in Crazy Hotel is a black and white adventure game set in the 1930s. It puts the player in the shoes of Cherry, the lovely girlfriend of Fleish the Fox, star of all the shorts recorded in the cartoon land of Toonville. His arch-nemesis Mr Mallow always tries to ruin his adventures by capturing Cherry, but despite his evil machinations, Fleish continuously manages to get his happy ending with her. Tired and sick of Fleish's fame, Mr Mallow captures Fleish and takes him to the top of a hotel under construction. This time, the player will join Cherry in a journey through the hotel and help her rescue her beloved Fleish from the clutches of the evil Mr Mallow.

Post news Report RSS Building Toonville (Part 1)

Working process diary about "Fleish & Cherry in Crazy Hotel".

Posted by on

☞ ENGLISH:

Story Design and Concept Art

One of the most important tools we’ve used to develop the idea of “Fleish & Cherry in Crazy Hotel” was a question we were asking ourselves again and again: “What story do we want to tell?”

The main focus in the story is how Cherry, a character written as a damsel in distress, is forced by an unexpected twist in the script to take on the story’s main heroine role. That’s a role she hasn’t been written to perform and no one expects it from her. And it won’t be easy to prove otherwise Toonville, the player and, above everything else, herself. Everything in the game has been written with that mindset, we’ll be able to see the impact of Cherry’s evolution, from damsel in distress to heroine, on the story and the gameplay itself.


Our game is a well-intended tribute to the golden age of animation, 1920s and 1930s in particular, as we consider as magical the work Walt Disney and the Fleischer Brothers did. But a tribute is not just mimicking every characteristic element from the source material.We have taken special care in giving our game its own soul and vibe. The players won’t just be playing in a game based in this historic context of animation, they will feel it and live in it through a cartoon from that period.

In the artistic production, as with the story, instead of mimicking and copying what others have done before, we wanted to observe, examine, learn and have fun analyzing this art style to then be able to create our own, as one taken directly from that time. Our references are clear: the team formed by Walt Disney and Ub Iwerks, and the Fleischer Brothers. And, although they’re not part from the historical setting we’ve chosen in our game, we just wouldn’t be able to pay homage to the history of animation without taking into account the works of Tex Avery, Chuck Jones and Richard Williams. We have subtly put something characteristic of their works in this world from the 30s, when animation was exploiting its comic possibilities. We’ve even taken Osamu Tezuka as a reference for character design. We have taken special care creating the backgrounds and settings because after working on a wide range of designs, they have to be reworked so that they fit within the isometric point of view we use in our game.

ESPAÑOL:

Diseño de la Historia y Concept Art

Una de las herramientas más importantes que hemos usado en el desarrollo de la idea de “Fleish y Cherry in Crazy Hotel” es la pregunta que nos hacíamos constantemente: “¿Que queremos contar?”

El pilar central de la historia es como Cherry, un personaje escrito para ser una damisela en apuros, tras un giro inesperado en el guión, tiene que asumir a la fuerza el rol de heroína central de la historia. Un rol para el cual no ha sido escrita y que nadie espera de ella. Y no será fácil demostrarlo a Toonville, al jugador y sobretodo a sí misma. Cada elemento del juego ha sido focalizado con esa mentalidad, su evolución de damisela en apuros a heroína la veremos reflejada en la historia y la propia jugabilidad.

Nuestro juego es un intencionado homenaje a la época dorada de la animación, en concreto la época de los años 20 y 30, con el que consideramos mágico el trabajo de Walt Disney los Hermanos Fleischer. Pero un homenaje/tributo no funciona mimetizando cada elemento característico de la fuente. Hemos cuidado mucho el dotar de alma y carácter propio a ese homenaje. El jugador no solo estará ante un juego ambientado en ese contexto histórico de la animación, sino que lo verá y vivirá a través de un propio cartoon de aquella época.

En el apartado artístico tampoco hemos querido mimetizar y calcar, sino observar, examinar, aprender y divertirnos analizando este estilo artístico para luego crear el nuestro propio. Como si hubiera convivido con el resto de aquella época. Las referencias son claras: El tándem Walt Disney, Ub Iwerks y los Hermanos Fleischer. Pese a no formar parte del marco histórico que hemos elegido en nuestro juego, no podíamos hacer un juego tributo a la historia de la animación sin tener en cuenta el trabajo de Tex Avery, Chuck Jones y Richard Williams. Sutilmente hemos querido colocar un poco de su esencia en este mundo de los años 30 donde la animación estaba explotando sus posibilidades cómicas. Incluso Osamu Tezuka ha sido un referente a la hora de diseñar a los personajes. Uno de los procesos artísticos más cuidados ha sido la concepción de los escenarios, ya que tras una gran variedad de diseños artísticos, éstos tenían que ser aplicados y trasladados a nuestro terreno de juego isométrico.

Post comment Comments
Sph!nx
Sph!nx - - 722 comments

looking really good!

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: