Hello detectives,
We caught up with Tara from Fool Moon Games to talk about the art direction of Hillthorn, the inspirations and considerations when creating a game with a story told entirely through cards.
Q: How would you describe the art style of Hillthorn?
A: Dramatic and stark.
Q: Why did you choose this art styule for the game?
A: Hillthorn’s narrative and gameplay are very mysterious, and I found that the lack of dialogue gave the interactions a shadowy, almost dreamlike quality. I wanted to choose an art style that would enhance that vibe.
Q: What were your main inspirations for how you wanted the game to look?
A: One inspiration taken from real life was Victorian portrait photography. I was also really into Robert Valley at the time - particularly his use of shadows and contrast, and his evocative character designs.
Q: Was this the art style you always wanted for the game or did you try any others?
A: I had a very clear vision of the style in mind from the first time I played the prototype of the game, which worked out well considering I started making art for Hillthorn as part of a game jam. Usually I’d try experimenting with more ideas, but there just wasn’t enough time! Luckily, the chosen style worked out well, and I’m happy to see how it evolved during the development of the game.
Q: Do you have a favourite element of the game art that turned out exactly how you imagined it?
A: I have a soft spot for Abigail, the central character in the marketing art for Hillthorn. Her old-fashioned design and the dramatic portrait lighting work well together to make her shine. Also, I love her big hat.
Q: Is there concept or early artwork from the game that you would be happy to share with the community?
A: Here are two examples of card art that was redone between the initial prototype and the final version. The amount of details was reduced so cards would read better.

Q: Were there any challenges in terms of the art because the game has no dialogue?
A: For card art, abstract or esoteric subject matter can be harder to convey in a single, small-scale drawing, especially if two cards are close in theme. For example, what do you draw for Suspicion versus Paranoia?
Portraying longer sequences of events can also be tough, because you want to communicate what’s happening as efficiently as possible while still making sure everything is clear to the player. It becomes a balancing act and can feel like charades at times.
Wishlist Hillthorn and Play the Demo Now!
https://store.steampowered.com/app/3504050/_Hillthorn/