This blog began in 1997 as a single news page called Nucelus. In 2005, during a long wait to move into a new house, I decided to learn some php and MySQL and write my own blogging system, which became inkyBlog and which now powers this, my own Webbledegook blog.
Thank you to my brother, Murray Ewing, for help with some of the more challenging aspects!
I was first contacted by Johannes Kristmann, Curious Expedition's co-creator and art director (and artist for the game's first version), back in Feb 2018 and, after some try-out samples, I started my work on the game in January 2019.
It's been three years and almost 4000 hours of drawing, resulting in over 100 environments, more than 200 characters, creatures and skins (plus separate hands, hairstyles and facial expressions), more than 50 equipment sprites, about 300 item icons, 70'ish dice images, about 100 or so map elements, plus a few extras such as clouds, cursors and textures.
Not everything you see on the screen is my art - the team has included animators, a special effects artist, an interface designer, map creators, and that doesn't include the magicians behind the scenes with all the programming, writing and producing that has to be done. It's quite a mind boggling package.
It's been a real challenge at times, and I've learned so much from the experience. I'm proud of my involvement in such a terrific game, and my art has improved thanks to these past few years of consistent work.
I think I can honestly say I've enjoyed every aspect of the game, but my favourite pieces have also been some of the most complex. These include the club halls (especially creating and designing the Taishi 'floating library'), the city of Paris, the Broken Compass tavern, and the environments and characters that make up the various tribes.
I feel incredibly lucky, not only to have worked on a game that is thematically right up my street, not only to have had work in what's been a difficult few years, but also to work with a fantastic company and team of people - even if they were about 700 miles away, it always felt like I was coming into a friendly 'office' when I sat down at my desk in the morning.
A huge thank you to Johannes who has been an absolute pleasure to work with, I'll be forever grateful he decided to entrust me with his vision and ideas for the game. Thank you Riad, and thank you also to Laura, Mascha, Katarina, Philip, Isaac, Lorenzo, Shawn, Milan, Luzia, Petter and Sandrine - these are just a few of the team with whom I have worked, there are others too - truly inspiring work from all.
That's enough gushing for now (sincere as it is). As I write there are still two more DLCs to come out for the game, one in particular has some of my favourite work in, but I can't show that yet. I'll update when they're released, of course. In the meantime - you can buy the game here (Steam) or here (Switch), and it'll be out for XBox and PlayStation in the coming months.
And now, I guess, onto something new!