Little nightmares two
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? There was also an idea to give her wings, due to her bird-like face, but that idea was quickly scrapped. We also had to triple the length of the teacher's neck for it to work well in the game. 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. 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? 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.