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Story Building: A look into the themes of Clockwork

Hi again!

Just a quick update on what we’re up to!


We are currently working on NPC implementation, and developing the story elements of the game. So I thought we’d quickly talk about what kind of story Clockwork has!

Themes are an important part of any story, and Clockwork’s are no exception. The dysfunct world and propagating lack of humanity is a key theme amongst time as well as the growth of Atto in this world.

When looking at a dystopian universe, it’s easy to classify it as a fictitious setting built for the future. We realized when analyzing the era of the past where Clockwork is based from that a semblance of this theme was present in our history.

Looking at the older days, when inequality was abundant, and the divergence between the rich and the poor was growing. We realize little has changed.

Atto is a child set in that world, and so we come to think of what would a child do. What would a child want to do?

He is very much influenced by those around him, as that is where he receives his image of the world. And so he slowly begins to fade into the roles of the society around him, performing the routines but as a child he still holds a flicker of imagination. He isn’t broken.

And from his new companion Milli, he finds a way to engage in this part of him and grow.

This sense of progress and inner discoveries is part of Clockwork’s story, one of many glowing lights of a disjointed world. And on this journey, we’ll venture into the past of the characters we meet, and find life where we thought none existed.

It’s a great hurdle we’re trying to step over with the story, delivering this world we’ve so carefully laid out is arduous work. But there’s a story to be told in Clockwork.


Let us know if you’re curious about any other themes in Clockwork! We’re always happy to talk!

World Building +


I’d like to talk about World building again.

Yeah, I know. Sorry if you’re not interested in all that.

But we’re also showing off some cool concept art whilst we do this!

A large part of our responsibilities as a small team is to flesh out this world, and how we’re going to tell it.

We’ve always wanted it to be a very ominous world, where everything is very ambient, dark and gloomy. Part of our art redesign from our GDC build was to address that.

Sure, we showed the gameplay but from an art perspective it wasn’t quite there. As a game studio we had to make this drastic change because it was starting to deteriorate our workflow, and our vision of the game.

Here are some concepts from each act of the game, that we’ll be going through to discuss what the design solutions behind them were. Albeit being very rough, they’ve served their purpose more than some of our detailed concept art.


The factory floor is where we spent the most time on. We built all the mechanics and character in this environment, and so we had to really hit the head on the nail hard to sell this world.

This is also one of my favorite pieces of concept art from the game. It’s not much, it’s low detail and it’s really subtle. But the dark undertones, the lighting mood and the eeriness of it all is how many of us imagined the world of Clockwork to be. Dank.

In this next piece of art, we see a new location. the Dilata Basin, and where it all entails. From one to the other, we can see how much the design language has changed.


What is the blue stuff? Is it dangerous, is it safe? All these ambiguous questions are part of what we like about this. From a world perspective, you won’t know where it comes from or what it does, but it’s there. This is an example of a world we’re building to tell the tales of the characters there.

Lastly, another example of the world is scale. Atto is a small boy in a big wide world. Everything is larger than life and how it all operates is a wonder. It’s that kind of wonder we want the player to feel that we didn’t make room for in our previous builds.



The story is about a greater scheme at play than what Atto is experiencing. Like any other child in the world.

E3 Hype: How did we feel about E3?

E3-logo-2Hey guys, it’s us again.

This time even less professional than usual.

Lately, we’ve been reviewing all the amazing stuff we saw at E3, and have been thinking about what’s got us excited. Let us know too what you guys really enjoyed too. We posted this right after E3, but with Australian internet there’s no telling when this post will come out.

Here are some quotes from our team.

“The usuals really. Fallout 4 everybody is hyped about, and intrigued by the new Dishonored as well as the revamped titles shown at the Sony conference. But Dark Souls 3 and Miyazaki’s return as director is going to do some great things for the franchise.” – Designer/Artist

“Ahh, ooh I like Kingdom Hearts. I guess. What else is there, there’s nothing else I care about. I knew about Assassin’s Creed before E3 came out so not that. I just want to see HD Riku at this point, really.” – Artist

“ I really liked the Hololens they showed. I hope they take glasses alright, or let us change lenses for various prescriptions.” – Programmer/Designer

“I’d say I felt pretty encouraged with the Battlefront reveal, it’s nice to see that kind of enthusiasm put into a game production. Seeing that it stood on the fence for so long and that it’s finally become something kickass.” – Animator

“The Witness. I think Braid was a really good example of how Indie games can be, from a purely game design perspective, so I’m curious as to what Jonathan Blow is making now.” – Producer

“OHH MY GOD!! IT’S FINAL FANTASY 7, SHENMUE AND LAST GUARDIAN!!!  They did it! Every dream has come true.” – Artist/Designer


Extra points if you can guess which team members liked which games.