Moss Development

A behind-the-scenes look at the development of Moss.

 
 

engineering: Quill mowing the lawn

11/13/2017: The idea is that each Torched character in Moss slowly burns away from the inside, leaving nothing more than a shell of their former selves. The Snake's skin is hardened and flaking like embers from a campfire. The scales and skin of these characters is kind of zombie-like. -- Chad Taylor, Engineer

 

audio: recording pigeons 

10/21/2017: The idea is that each Torched character in Moss slowly burns away from the inside, leaving nothing more than a shell of their former selves. The Snake's skin is hardened and flaking like embers from a campfire. The scales and skin of these characters is kind of zombie-like. -- Stephen Hodde, Audio Director

 

art: Fresh take on the Antagonist

8/10/2017: The idea is that each Torched character in Moss slowly burns away from the inside, leaving nothing more than a shell of their former selves. The Snake's skin is hardened and flaking like embers from a campfire. The scales and skin of these characters is kind of zombie-like. The back of the Snake is slowly tearing apart so he bolts armor onto his back to serve as "staples" to hold him together, but also serve as protection. -- Chris Alderson, Art Director

 

Animation: Ledge hang Set

6/26/2017: Working on a ledge hang set. The jump has been in the game for a while now, and was part of our E3 demo. The grab, and pull-up are two separate clips that we'll use in-game. Here, I'm testing how the 3 separate clips will blend together. I like watching American Ninja Warrior whenever I see it on TV. I think all the body dynamics are burned into my skull at this point. -- Rick Lico, Animation Director

 

Animation: Testing Quill's communication with the player

1/3/2017: Quill often needs to communicate with her guide, and I'm exploring ways in which she can do so. I came up with the idea of using ASL in conjunction with her existing pantomime methods, and wanted to test the idea. I had never animated sign language before, so I did some homework, and created this as a test example of what she could do in game. The response has been positive, and we're super excited about the opportunity to help support those who rely on ASL. -- Rick Lico, Animation Director

 

ART: Quill finds Argus's Squirrel

11/1/2016: This is where Argus left his Squirrel steed before jumping on a boat that takes him to the meeting place.

Quill finds the steed but notices the only boat had been taken. It's up to The Reader to help Quill find a way across. -- Chris Alderson, Art Director

 

ART: Statue of the Heroes of the Past 

10/14/2016: This is filler text for Mike to fill in on the inspiration of the statue and the level of detail. This is filler text for Mike to fill in on the inspiration of the statue and the level of detail. This is filler text for Mike to fill in on the inspiration of the statue and the level of detail. 

This is filler text for Mike to fill in on the inspiration of the statue and the level of detail.  -- Mike Jensen, Artist

 

Animation: Hero Air attack 

7/20/2016: New air attack for Quill.... the old prototype wasn't doing it. Aesthetically, with Quill being so tiny in her large world, I wanted to keep with the theme of her attacks being maximum effort. Her really throwing herself at her enemies. Feeling a bit out of control, but keeping her composure in the end. Feeling like she's got the fire of youth, thinking she's invincible while lacking in true experience. - Rick Lico, Animation Director