BWBS Artbook
BWBS Artbook
Blood will be Spilled is the product of almost 5 years of very hard work
and our lifelong desire to make our own video game. During our professional
careers, we always worked on someone else’s projects as graphic designers
and animators, and we craved to work on something we could call our own,
something we could create on our own terms. We wanted to make a game that
we would like to play ourselves and put into it elements of everything we love,
be it ideas from movies, comic books or other games. There were things we
wanted to try out and learn to do, but we also wanted to use our own skills and
knowledge to create something we could be proud of. It was the first time we
have ever worked on a video game and we hope it wasn’t the last.
   It all started sometime in 2014 when my brother (Martin) and I (Ivan) finally
decided that there probably wasn’t going to be a better time to try and make our
first game than now. With the help of two other friends, we started working on
the initial prototypes. The first playable version of the game to ever see the light
of day was created in January 2015 and until the game’s release in May 2019, it
went through multiple changes and iterations. In the end, it was much larger and
more ambitious than we’ve ever expected it to be, especially since it was made by
quite an inexperienced team of no more than four people.
   In this book we want to share with you all of the initial ideas, thought
processes and various concepts that we have created during the development
of the game. Here you will find all the characters, locations and objects from
the world of Blood will be Spilled and read a little more about the stories behind
them. You will learn about the origins of the idea of combining insects with
cowboys, about all the references and easter eggs. However, be warned, as this is
a collection of pretty much everything that’s in the game, so there will surely be
some spoilers here and there.
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                                                                                                                                                           CUTSCENES
                                                                                                                   Motion comics cutscenes, inspired by iconic cinematics from
                                                                                                                the game inFamous (2009), was something we were most looking
                                                                                                                forward to when we started working on the project. However their
                                                                                                                production proved to be quite complicated and time-consuming,
                                                                                                                so we used them only when there was no other storytelling option
                                                                                                                available. In the end, there were 17 cutscenes made for the game
                                                                                                                and their production took about 3 months.
                                                                                                                   The cutscenes were supposed to be the most cinematic part of
                                                                                                                the game. They used a different visual language from the rest of
                                                                                                                the game with slightly simpler comic book stylization, even using
   As with almost all of the elements made for          Once the sketch is finished, the lines are inked with   comic book panels, speech bubbles and indirect speech. It took
the game, making of cutscenes also starts with       a marker. It’s important that all the assets would have    us a while until we found a style we were happy with, as it went
a pencil sketch on paper. During production,         probably the same line weight, hence different markers     through around 4 iterations. The final style that we settled on
multiple different types of paper were used, for     from 0.1 to 0.5 mm are used. The game characters           used a quite limited color palette, with dramatic contrasts, a lot
example, cutscenes were drawn on paper with          were drawn in probably double the size compared to         of fully dark shadows and a special monochromatic sepia palette
a different texture than the rest of the assets.     the rest of the assets and were then scaled down during    reserved for flashback sequences. Some of the scenes used shots
                                                     animation and importing into the engine.                   that were a direct reference to iconic shots from westerns or
                                                                                                                other movies we liked.
   Initially, we wanted to use strong dark inked        Finally, coloring and post-production are done
shadows in the whole game. But it turned out         digitally in the computer, as we used graphic elements
that everything would be way too dark then and       like various effects, textures, halftone patterns and
in most cases, it wouldn’t fit the lighting of the   multiple layers of artificial lights and particles that
particular scenes. So this style was then used       would be hard to do any other way.
only for cutscenes and icons.
                                                                                                                                                                                     5
      JACK
         “Time to spill some blood”
         Blood will be Spilled is the story of Jack, the mosquito bounty hunter on his
      quest for revenge. He’s our take on the silent anti-hero stereotype so well-known
      from all the iconic spaghetti westerns. He’s the fusion of the characters of Clint
      Eastwood, Charles Bronson and Franco Nero with some of our own added
      ingredients.
         Since the game is a story of revenge, it made sense for us to make the protagonist
      want blood also in the literal sense. While sucking blood from your enemies seemed
      like a cool gameplay mechanic, we needed to make a little alteration here, as in the
      real world, it’s actually female mosquitoes who suck blood. Because the proboscis
      looked slightly funny in the initial designs, we decided to hide it underneath
      a stylized blood-red poncho. The ability to fly would create a few gameplay
      and level design problems, so we made, true to the spaghetti western tradition,
      the character lose his wings in a rather cruel fashion at some point in his personal
      story. We later decided to use this incident as the thing that caused Jack to set out
      on his quest for revenge.
    Original
    concept
    of Jack
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                    Various concepts for Jack, based on some
                    of Clint Eastwood’s movie appearances.
In-game version
Dialogue portrait
                                                               7
    QUEEN OF HEARTS
       “Don’t get me wrong - gangsters, crooks even some cold-blooded
    killers are among some of our best customers. But kidnapping one
    of my girls? That’s a declaration of war right there.”
       Ever since the very early stages of the project, there has always been the idea
    of Jack gaining a couple of allies along his journey. One of them was supposed
    to be a queen honey bee, who runs a saloon in the town central to the game’s
    story. This eventually became Queen - sarcastic, clever, independent and a rather
    deadly woman, who would provide Jack with important information about his
    targets. Her character was inspired by Jill (Claudia Cardinale) in “Once Upon a
    Time in the West” (1968), Stella (Linda Hunt) in “Silverado” (1985) and Maeve
    (Thandie Newton) from the “Westworld” series (2016).
       The design was inspired by the classic western stereotype of a saloon
    madame and also slightly influenced by the character of Red Queen from Alice in
    Wonderland. As Queen is, from the gameplay perspective, mostly a supporting
    character able to heal others, we used heart-shaped elements in her design and
    clothing. And when there’s no need for healing, she
    doesn’t shy away from using her trusty sawn-off
    shotgun, called Sweetheart.
          First concept
          of Queen
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                                                             Concept arts
In-game version
                              First concept
                              of Ace
10
                                                              THE SPADES
                       A cavalry unit of angry hornets named after the fort in The
                    South they were stationed at. When El General Ramírez started
                    his rampage in the region, they were sent to deal with him and
                    his mercenary army. The strength of the rogue army proved
                    to be far greater than they anticipated and the unit suffered
                    heavy losses. After almost all of the high-ranking commanding
                    officers were killed, it was up to Sgt. Ace to lead the unit.
                       The unit of Spades was inspired by the cavalry units of
                    Union soldiers that are quite a common element in westerns.
                    Their whole visual design was strongly inspired by the actual
                    uniforms and weapons of the US soldiers from that particular
                    time period. As we needed some variability in the soldier NPCs’
                    appearance in the game, we designed multiple versions of each
In-game version     element (uniform parts and faces) separately and then put
                    them together to create different characters. Their fortress is
                    partly a hornet nest, so instead of using the historically accurate
                    frontier-like wooden architecture, we decided
                    to use bricks as they fitted the setting better.
Dialogue portrait
                                                                                          11
SNA-KE-EYES
   “This old body has seen better days.”
                                                                                                            Dialogue portrait
                                                                       Shaman’s hut exterior and interior   In-game version
                                                  GRAVEDIGGER               PADRE
  “You kill ‘em, I’ll bury ‘em and everyone’s happy.”                          “I fear no evil, for the Great Weavers are with me.”
   With the protagonist whose profession is to kill people, it made sense       Padre started as a simple and obvious joke about praying mantis being a town
that a gravedigger would be among the biggest fans of his work. His          priest. Later in development, he gradually turned into one of the most charming
character was also the narrator of the story, which is something we          characters, who is kind of a moral compass for the main protagonist. In the real
wanted to somehow explain in the                                                                                       world, Mantises are quite well known
game at some point, but never really                                                                                   for their rather peculiar sex life. The
got to it. It was a funny character to                                                                                 character of Padre also had some
write for, as he has a dark sense of                                                                                   bad love experiences in his life, so he
humor and likes sarcastic jokes. He                                                                                    rather decided to become a priest. As
has a great antipathy for lawless                                                                                      a reminder of these life experiences
gangsters and always encouraged                                                                                        and a warning for the future, Padre
Jack to bring his targets in dead                                                                                      has his ex-lover’s name tattooed on
rather than alive.                                                                                                     his wrist.
                                                                                                                                                                 13
                                                         LEEROY      NPC’S
  “In all my years, I never walked away from a job. Don’t plan       The character of Red is a representative        In westerns, farmers and villagers
on starting that now.”                                            of “Queen’s girls” who were the employees       are usually the ones that suffer the most
                                                                  of the Saloon Hearts. There were supposed       by the exploits of gangsters and villains.
   The character of Leeroy is mostly                              to be more of them in the Saloon, however,      To stay true to the genre, it’s not any dif-
inspired by Lee Van Cleef’s character                             mostly due to time reasons, there’s only Red.   ferent in our game.
in “For a Few Dollars More” (1965) and
“Sabata” (1969). We thought it could be
interesting to create a character who’s
also a bounty hunter and would have
some history of professional rivalry with
the game’s protagonist Jack. We aimed
for a sarcastic and standoffish dynamic
between the characters who are
antagonistic to one another but still bear
some amount of respect for each other.
   Fireflies were the original owners of the Rusty Rock               Quite a few characters for the game were designed     visually, by their behavior or an association people
mines and they were the ones who found out that there is           even before the development started. Those were          have with a particular species. For example, villagers
actually an abundance of gold to be found there. They were         mostly the main characters and also some of the          in the game were mostly ants, as they are probably
initially created just as a little joke for our Steam Greenlight   supporting characters like Gravedigger, Padre or         the most common and well-known social species of
campaign (their butts emit green light). Later we incorpo-         Sna-Ke-Eyes. But as the development and story            insects, who are also highly organized and can lift up
rated them into the story and made them into miners.               creation progressed, it became clear that if we want     to 1000 times their own body weight, which is why
                                                                   the world to feel believable and alive, we will need a   they work as farmers, in the mines or on the railroad
                                                                   greater amount of supporting characters.                 construction. In some cases, we tried to use the fact
                                                                      Since there is no sheriff in Driftwood, we needed     that insects have multiple appendages, but we have
                                                                   someone else that would hand out rewards for             utilized it much less than we initially wanted. So
                                                                   the bounty hunts, so we created the character of         apart from Ramírez, we also have a mariachi walking
                                                                   a bounty office clerk. We also didn’t want the gun       stick bug, who can play two guitars at the same time,
                                                                   store to be just a game menu, but to feel like a real    because of his two pairs of arms, or Leeroy, who can
                                                                   shop with a proper shopkeeper. Most of the NPC           draw a revolver even though he holds a shotgun in
                                                                   designs are based on some well-known traditional         his other two hands. As for easter eggs, there is
                                                                   spaghetti western tropes and we also tried to add        a character guarding the prison, who looks like the
                                                                   another layer to them by including some easter           legend of American westerns - John Wayne.
                                                                   egg, simple joke or reference. Sometimes it was also         Our goal was to create an interesting world inhabited
                                                                   based on what kind of insect the character is, either    by a wide range of various peculiar characters.
                                                                                                                                                                                        15
     SULLIVAN
        “If you were a good boy, you could’ve ended up
     rich like the rest of us. Might’ve had a gold mine
     of your own.”
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Sullivan can be captured alive... or dead.                         Bounty poster
                                                                 In-game version
Dialogue portrait
                                                                                   17
     EL GENERAL RAMÍREZ
       “Haven’t you noticed my army here? You might find
     yourself to be quite outgunned, amigo.”
          First sketch
          of Ramírez
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                    Cutscene versions
Concept art
Dialogue portrait
                                        In-game version
                                                          19
     MARSHALL
        “What does it matter if lives of hundreds are lost, if
     it benefits thousands.”
Young Marshall
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                    Marshal’s “transformation”
Concept art
Dialogue portrait
                                                 In-game version
                                                 “Boss” version
                                                                   21
     VANESSA
       “You’re bleeding all over my beautiful ship. Do you
     know how many people I had to kill to get it?”
        Vanessa fills a lot of roles for us even though she was created
     rather late in the development of the story. We wanted to have
     at least one female villain and also thought it would be cool if
     the character used knives instead of guns. It was the idea of our
     designer Alex that she could be a Red Admiral Butterfly, whose
     Latin name is Vanessa Atalanta, hence her name. Since the
     major theme of the story is revenge, we thought up a backstory
     that connected her with another major character - Queen, and
     the two of them having a major grudge. She is also Marshall’s
     lover, which adds a little more depth to his character, who would
     otherwise appear to be only thinking about his own interests. But
     as Vanessa has a history of marrying wealthy and powerful men,
     who then mysteriously turn up dead, it is not clear if the feelings
     are mutual. Since she wasn’t a part of the original Calaveras
     gang and therefore doesn’t have much of a history with Jack, her
                                                                             “Boss” version
     character isn’t as developed as we would like it to be.               In-game version
                                                 First sketches
                                                 of Vanessa
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                                                                         SHORTY
                                                  “Jack?! What the hell? I thought
                                                you were dead, man!”
                                                  In-game version
                    Young Shorty                  Dialogue portrait
                                                                                            23
     ENEMIES
        There’s something inherently silly about bugs with guns. The goal was that each of the enemy
     designs would be interesting even on their own and should have an easily recognizable silhouette
     and distinctive color palette. Their designs are inspired by various henchmen, gangsters and crooks
     from all the movies like “For a Few Dollars More” (1965) or “The Magnificent Seven“ (1960).
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    The design of combat encounters required to have some enemies that would be also able to
pose danger even over larger distances. The aim of Sharpshooters (pun slightly intended) was
to prevent the player from standing in one place for too long. Even though it takes them a while
to line a good shot, once they do, they are quite dangerous.
    As it was sometimes hard to create multi-level “battle arenas,” we needed an enemy that
could hover in the air. As it turns out, dragonflies can do that.
                                                                                                   25
     MORE ENEMIES
        To create enough variety among the enemy designs, there was
     also a need for a stronger enemy type that would try to engage Jack
     in melee combat. For this purpose, we designed brawlers - burly
     cockroaches inspired by the men you would typically find anywhere
     where a good bar fight, with chairs flying and bottles shattering, is
     going down.
        The demolishers were meant to be able to force the player out of
     a cover by well-thrown dynamite. Their “weevil” silhouette was also
     supposed to evoke a round bomb. Since a guy throwing dynamite
     around didn’t exactly fit into every combat encounter (either due
     to ludonarrative reasons or because of the layout of a particular
     “arena”), they are probably our most underused enemy type.
        In many action games, there’s also the archetype of a rather
     strong, hard to kill enemy, advancing towards the player, usually
     shooting from a shotgun or some other weapon that is able to
     deal great amounts of damage. We settled on calling this enemy
     type “Tank.” Because they turned out to be even stronger than we
     expected, they were used only here and there and usually as a kind         Brawler enemy type
     of a mini-boss.                                                            Demolisher enemy type
                                                                     Sketches
                                                               of demolishers
26
                             Tanks were supposed to be our toughest
                          basic enemy type, who couldn’t even be killed by
                          a headshot, as they have a horn that prevents that.
Sketches of tank
                                                                                         27
     MR. KING
        Initially, the plan was for Mr. King to be the main
     villain of the story - the wealthy industrialist with
     some mysterious and nefarious agenda and Marshall
     was created as the corrupt lawman that would be his
     henchmen. The reason for a spider being the ultimate
     villain was quite simple - almost all known species of
     spiders are predators and they are mostly preying
     on insects. In the game world, there is also certain
     mythology revolving around spiders, which makes him
     even more mysterious character, mostly lurking in the
     shadows. At some point, the game’s finale should take
     place in Mr. King’s lair, which was supposed to be a very
     dark, almost surreal place with lots of webs and dead
     insects. But it was later cut out from the game, as it
     didn’t seem appropriate for the theme and also would
     diminish the importance of the central conflict between
     Jack and Marshall.
        Mr. King’s look is loosely inspired by Baron Samedi,
     a voodoo spirit of the dead. It’s partly because it looks
     quite dark and menacing and also to make him look like
     he almost comes from a completely different world.
                                                     First concept
                                                      of Mr. King
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                                                                                                                                                            SPIDERS
   In the lore of the game, there is a legend of The Great           In the world of Blood will be Spilled, the insect society is divided into certain tiers, mostly based on
Weavers that forms the foundation of the world’s main             physiological aspects of various species living there. Insects without wings, unable to fly, are usually
religion that we actually never got around to having a name       part of the lower class, mostly workers or farmers. Winged insects form the middle and upper class
for. The legend says that there are two spirits eternally         mostly own businesses or land and can easily travel over longer distances due to their ability of flight.
standing in opposition to one another - The Spirit of             The railroad built by Mr. King is supposed to make these differences go away since everyone would
Creation and The Spirit of Destruction. The idea is that even     be able to travel much easier. Though in reality, his plans aren’t altruistic at all, as it will be him who
though they are stuck in an eternal conflict one cannot exist     will be in control of the whole thing and no one knows what his ultimate goals really are. Spiders, who
without the other. It is also alluded that the Indi-ant culture   are thought to be just myths by most people, are at the absolute top of the food chain. Almost no one
has similar “legend” as the base of their religion.               currently alive ever seen one in the flesh and they are mostly revered as gods. We also thought of them
                                                                  in an almost “cosmic evil” sense that they have plans other people aren’t even able to comprehend.
                                                                                                                                                                                29
SIERRA HORMIGUERO
   Before we have decided to add a prologue level, this was
supposed to be the very first level of the game. The aim was
to create something visually interesting, memorable and a
kind of eye candy. It is supposed to look like a place where
a great civilization of Indi-ants (our version of Indians)
used to live once but has been long abandoned. From a
visual standpoint, it is an amalgamation of multiple visual
elements of Native American tribes, mainly Ojibwe, Sioux,
Iroquois, and Navajo. The use of totems and murals was
inspired by northern tribes and the overall architecture of
nests and houses made of clay, akin to pueblo architecture,
was inspired by the ones of Zuni and Hopi tribes. We
were particularly careful not to create any kind of parody,
simplification or cliché, but rather to find visually striking
elements that would fit together with our insect theme and
would best represent the diversity of the indigenous people.
As Sna-Ke-Eyes is said to be the last of the civilization, we
tried to communicate it in the environment as well, with its
slightly eerie and mystical atmosphere.
                                                                              Background art by F. Guderna
                                    31
RUSTY ROCKS
   This was one of the oldest environments in the game and
also one that went through the biggest amount of changes.
The first version of Rusty Rocks appeared in our very first
gameplay prototype and then in the first demo. However,
until we got to the final version that appears in the game,
almost all of the elements were redone multiple times, as it
was also the level where we were searching for the definitive
visual language of the level environments.
   The idea behind the level was quite simple - in almost
every game with a Wild West setting, there is a level taking
place in the mines of some sort. There are multiple visual
elements that are immediately associable with the setting
and the western theme, being it either the mining equipment
or the iconic architecture, or the rocky environment of
canyons similar to those found in Arizona, Nevada or Utah.
In the game’s story, Rusty Rocks used to be iron mines and
their red color is caused by the presence of iron oxides in the
sandstone, hence the name.
Part of the level design concept     There are no limits to Sullivan’s vanity and to properly demonstrate it, Alex
of the Rusty Rocks Mines.          came up with the idea of a giant statue right in the middle of the mines. It is
                                   positioned so that Sullivan is always able to see it from the windows of his villa.
Rusty Rocks Mines in our early     One of the combat encounters in the level takes place around the monument, as
prototype version of the game.     we wanted the player to have enough time to properly look at it.
                                                                                                                         33
     MINES
        The buildings in the level are inspired by actual
     structures built in the style of the western frontier mining
     town, mostly consisting of makeshift shacks, cabins and
     actual mining buildings like the stamp mill. There is also
     the Sullivan’s “villa” that was supposed to stand out with
     its fake impression of opulence, while still being rather
     poorly built, which fits Sullivan’s character.
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                                  In the first demo of the game, the interior of the mines was just a part of the whole
                               level that takes place in the Rusty Rocks. In the following level designs, it grew in scale
                               a lot so we turned it into a standalone level. We used many props and elements that
                               you would expect in mines, such as mine carts or explosives or various environmental
                               hazards. We also wanted to visually differentiate between the old section of the mines,
                               where everything is falling apart and the newer mines that appear much more stable and
                               sturdy. A part of the level takes place in a cave system the mines are connected to, where a
                                                                              very old and slightly deranged spider resides.
                                                                                                   37
SAN AVISPÓN
   This level is composed of two parts - the first one
is an enormous wooden bridge and it’s followed by
a village with a great fortress where Ramírez made his
headquarters. The crossing of the river was supposed to
be a narrative symbol for turning the tide of the battle - up
until now, Ramírez and his rogue army were winning, but
now, they’ve been pushed back and are on the defensive on
their own turf.
   The great wooden railroad bridges are visually stunning
marvels of engineering. In many westerns, blowing them up
with explosives is a recurring story element. We wanted to
follow this strange tradition, but we chose a slightly different
approach with actually trying to prevent the explosion,
instead of causing it, since Jack and Ace’s army and supply
convoys need to cross the bridge. One of the biggest visual
challenges when making the level was, that it’s our only
level with a vertical background that also happens to include
an animated river. In the end, it turned out fine, but it took
us quite a while to get there.
                                                                                               Background art by F. Guderna
                                                                                 41
HEIST
    The idea of stealing a locomotive and using it to chase after
the train the villain is on was liked by everyone on the team even
during the early design discussions. Since the story events that
need to take place here are rather short and straightforward, it
initially wasn’t clear whether it will have its own level, or will be
a part of the finale.
    The level takes place at night and before we added the
turn-based combat mechanics to the game, there were some
initial ideas of playing around with some elements of stealth.
Later, it became our shortest level with just one larger combat
encounter, where you get to combine the abilities of all three
of the characters - Queen, Ace, and Jack for the first time. In
early designs, there was an idea of a simple puzzle with a coal
dispenser that was later scrapped in order to maintain the
proper dramatic pacing of the finale.
     relieved of duty gradually arrive to the town. It was our first 100% finished level that we then used as a benchmark for the
     visual quality of the rest of the game.
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                                                                                                             GUN STORE
                                                                            One of the buildings that you’ll find on the Driftwood’s
                                                                         main street is the gun store. In the shop’s window, the
                                                                         true western fans will recognize some of the legendary
                                                                         pieces known from classic movies. Running the store is
                                                                         a guy named Sergio, whose likeness is inspired by the
                                                                Sergio   greatest spaghetti western director to ever lived, mister
                                                                         Sergio Leone.
                                                                            As the player progresses in the game, they unlock new
                                                                         revolvers available for purchase. To keep the experience
                                                                         immersive, we decided to create an interface that looks
                                                                         less like a menu and more like an actual shop. Here,
                                                                         the player can look through all the different weapons
                                                                         and their attributes. During each of your visits, Sergio
                                                                         tells you one of the multiple lines about all the various
                                                                         famous gunmen that shops in his store, for example
                                                                         about John Ringo from the Beetles gang, who is without
                                                                         a doubt a star.
                                                                                                                                              47
     HEARTS SALOON
        You can’t really have a proper Wild West town without a saloon.
     Anyone who has ever seen at least one western has some idea about
     what to expect from it - like a second-story balcony, swinging doors,
     a long bar right across the entrance, poker tables, podium with a piano,
     guest rooms on the second floor, etc.
        The Hearts Saloon is supposed to be the most remarkable building
     in the whole town with its red paint and a great beehive embedded
     into the building. While Driftwood was the first location we created,
     the saloon was probably the very first building that we designed both
     from the outside as well as its interior. The first version was about
     half the size of the final design and had just one set of stairs. But as
     the development progressed, it became one of the most important
     buildings in Driftwood where a lot of characters hung around during
     various stages of the story. The original plan was that some of the
     Queen’s girls should also be there as NPCs, but due to the lack of time,
     their characters never made it into the game.
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   Even though Jack’s a drifter, it made sense for him to have a place
to stay in Driftwood, since he was spending so much time there.
As the player progresses through the story, every time you return to
the town, the room is a little prettier than before. The weapons and
mementos that Jack has acquired can be also found there.
              The Bad uses knives, poison or other tricks to overcome his enemies.
The Ugly was supposed to be the archetype of a guy, not playing by the rules, using anything at his disposal to win a fight.
                                                                                                                               55
     MISSING IN ACTION
        The concept for these characters was created quite early in development, but it was also the first to be cut out
     and we’ll probably never get to make it a reality. The idea was to create a series of optional side missions in which
     you would hunt down a gang of six ladybug siblings with bounties on their heads. Each of them would have different
     abilities and the whole level was supposed to be built around it. The concept, however, proved to be too ambitious for
     our small team with more than enough work with finishing the actual game.
        The name Diceton brothers is a direct reference to the infamous gang of Dalton Brothers. Since they’re ladybugs,
     each of them has a dot on the back representing his order in the gang, from 1 to 6, hence the dice reference.
        Because we killed this concept quite early, only four of the six brothers were designed. The No. 1 is a sharpshooter
     with a ridiculously large scoped rifle. Some of his attributes were later used for the sharpshooter enemy type and
     the character of Leeroy. No. 3 is a big burly brawler focused on hand to hand combat. He served as an inspiration
     for our Brawler and Tank enemy types that we’ve created later. The gangster called Cuchillo (Spanish for “knife”) is
     number No. 4. He is clearly inspired by Dany Trejo’s characters from Desperado (1995) and Machete (2010) - some of
     the ideas for him live on in Vanessa’s character. And lastly
     No. 5 - Niño (Spanish for “child”), an explosives expert -
     inspiration for our Demolisher enemy type and Sullivan.
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   Environmental storytelling is a narrative
element that we use quite frequently in the
game. We initially also wanted to have a way
to emphasize some of the more interesting or
important moments in the game using comics
panels. Those would be used for example
when the player arrives at some interesting
location or stumbles upon something we
wanted to drive attention to. It would also be
a kind of a cinematic element that would stand
somewhere between cutscenes and regular
gameplay. However, in the end, it proved to be
too complicated from a production standpoint
and also didn’t properly work with the overall
pace of the game.
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     PROMOTIONAL ART
Twitter header
58
Our very first promotional design for roll-up   Final promotional design used for brochure and roll-up
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T-shirt design for our team members, made for events and conferences
Event presentation “booth”
Classic badge for our fans and the special “sheriff’s” badge
Special thanks:                               Ivan Kozmon                      Martin Kozmon
                                              project lead, writer, animator   art director, lead artist, writer
                                              game and level designer          designer
Slovak Game Developers Association
Slovak Arts Council
... and all of our friends and families for   Kristián Balaj                   František Guderna
constant support and immeasurable             UI programmer                    background artist
patience.
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www.bloodwillbespilled.com
   @BLWBS          /bloodwillbespilled
       Doublequote Studio 2019