An update: yesterday was a big day! We are now up to almost $14,000 with about a week remaining. I'm hopeful that we could even reach a stretch goal (to be announced when we hit the main goal). I mentioned a listening party in a previous update - that will happen on Tuesday, October 6th, at 6pm PDT over on Twitch. Everyone is welcome so please feel free to bring friends! I'll be playing various pieces of the soundtrack (including some music that's not in the game yet), and talking about how some of those pieces developed. Twitch is an interactive platform so feel free to ask questions in the chat along the way! Without further ado, onto Anne Austin! What is your role on the Wildermyth team/what do you do?
I do all the art, as well as writing some events.
What drew you to drawing/how did you get started?
I’ve been drawing since childhood and always knew I’d pursue visual art as a career, although I didn’t know how exactly. My passion had always been drawing characters and creatures, but it turns out that it’s hard to get hired to do that right out of the gate, because that’s what everyone likes doing.
So the jobs I had focused much more on graphic design and art for user interfaces. This was fortunate, because when we spun up Wildermyth, not only was I excited to draw the heroes, enemies, and gear, I also had developed the skills to handle environments, UI, and basic marketing art. Without all of those pieces, tackling all the art for Wildermyth would have been much harder.
What do you like most about being an artist? What do you find the most challenging?
The best part? I’m constantly imagining things, seeing pictures in my head, and being able to bring them into the world is incredibly satisfying. With Wildermyth, I wanted to create characters that I would like to watch and a world that I would like to explore. Sometimes you’re able to really nail your vision, which is magical. And other times, you’re not sure how a picture is going to turn out even as you’re drawing it. This is the case with a lot of the Wildermyth monsters--I’d throw down sketchy lines until something emerged, and then I’d follow that where it led. It’s a little scarier to work that way, but still fun, because it makes it feel like the creatures have a mind of their own.
A big challenge for me has been keeping a consistent style. We’ve been working on Wildermyth for years, and I’m not terribly disciplined when it comes to “style guide” sorts of things. Some days, I’m all about watercolor textures. Other days, I’m all about fiddly line-work. Some days I feel more cartoony, other days I feel more geometric. I often have to go back to older art assets to keep me on track--the Rager and Bartoth were some of the first things I drew in the game, and I still use them as visual anchors. What inspired you to start making Wildermyth?
Nate and I had wanted to make a “little” game together for a long time. We started and subsequently abandoned an idea for a base builder where you were a cute space-faring robot, and while we were figuring out what to do next, the idea: “Sort of like X-Com, but in a fantasy setting and with way more character depth” came up and resonated with us. Tactical turn-based RPGs are a type of game we both enjoy, so we felt like we could take a decent swing at one. And I felt much more comfortable drawing for a fantasy world than a sci-fi one. When someone tells me I can go draw a bunch of weird monsters and tree spirits and swords, I am IN.
What's it like working on a game with your family?
It’s great! I recommend it! Although maybe I’m just lucky I have some particularly good family to work with. Years of shared experiences mean that we’re often on the same page, vision-wise. And our communication skills get super-honed.
Nate and I talk about Wildermyth every day; we may workshop an idea for an event over dinner, or I can provide a sympathetic ear as he works through some thorny tech problem. And that constant background discussion pushes the game forward in ways that are harder to achieve with occasional scheduled meetings.
One hard part is that, especially during the pandemic, one of us needs to be watching the kids most of the time, so Nate and I have to switch off hours or prioritize whoever's work is more urgent at the moment. It means our schedules are kinda all over the place, and we have to negotiate it day by day a lot of the time.
The best part though, in my opinion, is having that love and mutual respect. It’s nice to know that you’re a team in more ways than one, and that you’ve got each other’s back no matter what.
Why do you think indie games are important?
The rise of indie games has allowed so many people to chase their creative dreams and take more risks than a big, established studio can. Because of that, you end up with this thriving ecosystem of games, and there are many more opportunities for people to potentially connect with a game they will love.
What makes you excited about recording the music live?
Wildermyth is a very organic sort of game, both in the generated stories and the visual aesthetic. With the art, we’ve embraced the hand drawn, papercraft elements in order to celebrate that "human touch." Bringing the same quality to the music just makes sense.
What's something unique or interesting about you that has nothing to do with your job?
I’m fascinated with food! I love discovering new foods and then trying to recreate them (with varying amounts of success). I also enjoy food-projects like making kimchi or rolling my own sourdough. Someday when I actually have time again, I’ll give cheesemaking another try...