Blog :

Meet Tavish Cotter! Animator!

Hey everyone,

Meet one of our animators and some fun facts about him!


What is your role?

My role is an animator, my job is about breathing life into the characters inhabiting the world of clockwork and bug testing them in engine. It’s all about making them feel like they belong in their own skin.

How long have you been doing art?

I’ve been drawing/painting/sculpting for as long as I can remember, animation though is a more recent addition to the repertoire but seems like an appropriate evolution. I absolutely love what i do and seeing how far I can push the animation art.

How did you get into games?

Games in general for me started with sneaking over to the neighbours to play their super nintendo (they were aware i was there and let me play so all good!). While I didn’t immediately have personal access to games, needless to say it left an impression on the kid I was back then. As for working on games, I’ve been told its my passion for animation that got me noticed in the first place, however, I couldn’t have done it without the support of the people around me (I’m serious!).

What or who are your inspirations?

My biggest inspiration is the Bethesda game The Elder Scrolls 4: Oblivion. I was astounded when i first played it, I’d never seen anything like it. That game got me through some really tough times.

Darth Vader would be up there too.

What’s your favourite game?

Game? Just one? See the previous answer. But I do love it’s sequel, The Elder Scrolls 5: Skyrim. Its Fus-Ro-Tastic!

If you weren’t making games, where else would you be right now?

I’d probably be playing Skyrim still.


Thanks Tavish! Our other animator’s little intro is coming soon so stay tuned!


Quick Look: Enemies in Clockwork

Hello, there folks!


It’s been awhile since we last posted anything, we’ve been busy here on the team. We thought it’d be a good time to talk about the enemies in the game.

It’s something we’ve been keeping on the down low until we were sure how they’d behave and be a part of the game. But now that we are, we can talk about it!

Originally, we weren’t aware of whether we’d even have enemies in the game. But we quickly realized we wanted the characters to face a threat, and for world to seem more hostile in more despair. From a story perspective, having an enemy of some sort is always tricky. The enemies players will encounter in Clockwork are a part of the city and townspeople.

Without saying too much, they are the outcome of the tragic state of the city. Their part in the world, and what they represent is something we’re always wanting to go further with.

In terms of how they’ll behave in the game, they play a part in solving puzzles and creating a whole new set of properties for the player to figure out. We’re using them in some interesting ways, and players will need to control their movement, attention and actions to traverse through the deeper parts of the game.

We look forward to seeing how players will react to their role in the game as we bring them to life.