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#looked for the longest time and it took me forever to be moderately ok with how it turned out
manitapaleta · 1 year
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the Li-Wilson family is the cutest, change my mind
(you cant)
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wethepixies · 4 years
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Welcome to part two of our interview series, pixies! Today, we’re presenting our interview with four of the flaptastic people who make this rewrite possible. They had a lot to say, so this post is rather long - keep reading to see the full interviews!
Our first two Game Creator interviews feature two of our beloved artists - Rachel and Ci.
How did you first find out about the WTP project, and what inspired you to start working as an artist?
Rachel: In a computer graphics class I took last semester, one of our projects reminded me and my friend of Pixie Hollow, so we were reminiscing about the game and I really wanted to see if there was a rewritten version of it. When I found WTP and saw they were accepting artist applications, I was super excited because I loved the game and was starting to get into animation at the time as well. I also just adore the process of game development in general, so I was thrilled to become a part of WTP.
Ci was introduced to the project by a friend who’s also a staff member!
What is your favorite part of your job as a WTP artist?
Rachel: My favorite part is being able to contribute my work to a bigger project. Seeing the art I worked on in the game is really exciting to me. Just knowing that the work you put in is helping to further the game is really cool. As for my favorite thing to work on, it’s really strange, but I enjoy creating the UI buttons and signs for different meadows or shops.They’re super small and no one really pays attention to them, but they’re also extremely necessary so I guess I just like to make them, haha. They don’t always take too long to make but I think they’re cute. Also, I’m especially excited for all the new meadows, as I really enjoy helping to restore the beautiful art for the meadows.
Check out this gorgeous sign that Rachel restored for one of our meadow teleporters!
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Ci: My favorite piece of art that I’ve created for WTP was probably a background I restored for a general winter theme/season back when I first joined. It’s not being used right now, but it’s pretty and you’ll just have to take my word for it :’)
How long does it take for you to work on art for WTP, and how do you fit that in your schedule?
Rachel: The time it takes really depends on how much of the project we have completed already. Oftentimes we’ll be working collaboratively and finish what other people have started. So if we are working on something from scratch it can take quite a while, but sometimes it’s just a matter of adding finishing touches and compiling pieces together to create a finished product. And each task takes a different amount of time. For instance, resizing something small will take a few minutes, but creating an atlas for fairy clothing can take hours, especially when you need to restore an item from scratch. Either way, I think it’s still beneficial for us to take our time to create the best product we can. Personally, I don’t always get to work everyday, but when I do, I’ll spend hours because I like to finish tasks in one sitting if I can, although I can’t always haha.  I think that working in moderation is always a good idea as long as you’re getting your work done, and knowing we have so many fans really pushes me to get tasks done and do them well. As for fitting it into my schedule, because of quarantine, I definitely have a lot more time to work on WTP, but during the school semester I would have to plan out what I needed to get done and when I needed to do it in order make sure I could get all of my school projects and WTP work done on certain days in order to avoid as much stress as possible. 
Ci: I don’t have time to work on artwork daily, but I do try to stay on top of what other people are working on, so a small chunk of my day is dedicated to discord. Sometimes I’ll be busy for weeks and do a whole bunch of tasks afterwards in one go, and sometimes I try to take on smaller things (pre-corona I’d sometimes spend time between lectures because that’s often the only time I have!). Some tasks are 5 minute jobs, like UI, but others, like adding clothing, take a few hours. Backgrounds probably take me the longest. A couple hours for a few days, if I have time to work on them daily. They’re really fun when starting!! but after day 3 it’s quite the grind. I like to sleep on those, since there’s so much detail in the PH backgrounds that I’ll inevitably miss something.
Rachel, you mentioned atlases and spritesheets - can you explain what they are and how you use them?
Rachel: An atlas and spritesheet contains all of the different variations of a clothing item or anything you can change on the fairy. So for instance, the hair atlas has all of the different types of hair you can choose when creating your fairy packed into one single file. So in order to make one you have to create all the hair pieces, position them correctly on a fairy reference, export each hair image, and then combine them all onto the atlas file. Then a json file is also created to describe where each image is in the file in order to use it in the game. The spritesheet is similar and is basically a horizontal version of the atlas with all of the images that we use in CAF to scroll through whatever you’re changing.
Do you start the graphics by hand or via some digital web design program?
Rachel: I almost always use digital programs. Sometimes I’ll plan something out quickly on paper but most of the time I’ll use Photoshop. We also use DragonBones for animation.
Ci: All of the research we do is online, so it saves a couple of steps and retains image quality to just keep everything digital. I also don’t have a scanner :’)
And finally, what’s the most challenging piece of art that you’ve made for WTP?
Rachel: The most challenging piece that I’ve done for WTP was probably the hair atlas for when a player creates a fairy because it was the first project I was taking on. All the hair was made already, I just had to resize, reposition, and fix any pieces that were lower quality, and although it was daunting at first, once I started, I was able to get the hang of it (even if it took a few tries), and now I’m super happy I learned how to do it.
Ci: We were missing a whole area of the CAF background (the part that shows up when you’re picking a name) that got passed around for one or two months, and eventually I got to work on it. It was the closest to a custom piece of art that I’ve made for WTP; the middle was a giant blur when I got to it. My motivation to complete it was honestly just being able to get it off the to-do list forever, when I was done I posted a before and after to the staff chat (which I try not to do bc it’s not really productive) because I was so excited about it :’))
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We had so much fun learning more about our artists’ jobs! Next up, we decided to sit down with WTP game developer and administrator Teresa!
How did you first find out about the WTP project, and what inspired you to start working as a developer? 
Teresa: A friend I made in the Pixie Hollow community said that her favorite mini game was Bubble Bounce, so I decided to make it for her. I had started prototyping and showing it around, and someone from WTP saw my work and invited me to join the team.
As we know, WTP is a voluntary project. How do you fit working on WTP into your schedule?
Teresa: I’m actually quite good at time management, and I’ve decided to make WTP a priority. That means that I can’t always say ‘yes’ to other things I want to do, but that’s ok.
What are some of the main things you look for when adding staff members?
Teresa: You need to be able to take criticism well and communicate effectively. A certain level of quality needs to be maintained to build a good game, and criticism sheds light on any blind spots you may have. If you aren’t communicating clearly and frequently, then your value to the team is very low – everyone needs to be on the same page so that work doesn’t get redone and wasted, and to keep an accurate development schedule. Being willing to devote more than a couple of hours a week is also a major plus.
How do you decide which parts of the game you should work on first?
Teresa: There’s this concept called the Minimum Viable Product. Basically, you just strip the project down to what is necessary and work out the kinks. Then you can add new features that enhance the gameplay.
What’s the most challenging issue you’ve faced while creating the game?
Teresa: There was a problem with the animation plugin that I was hoping would be fixed by the maintainers before the demo release. It was a really big deal, the game would be entirely unplayable. At the last minute, I had to dig into the plugins source code and figure it out myself. In the end, it wasn’t actually so difficult – but boy was it stressful. Really I would say that the biggest problems have stemmed from not having enough artists on the team! There have been multiple times where we had to delay updates because we didn’t have all of the assets ready for me to use in the game.
How do you go about fixing a game bug?
Teresa: Gather all the info I can from users experiencing the bug, and try to reproduce it. Just observing the behavior is often enough to figure out the problem. When it’s not, check the logs or step through with the debugger.
Have you ever worked on or made a game before WTP?
Teresa: I’ve worked a bit on some 3D open source game projects, never worked on the multiplayer parts before, though. I also make mods for games.
Lastly, what are your favorite and most rewarding parts of being a game developer?
Teresa: Pushing the boundaries of my knowledge and comfort zone, definitely. As a developer, I’ve learned a lot of new technologies and some new domains specifically for WTP. I also find being able to fix things that I don’t like about games very rewarding. Being an administrator has benefitted me as well. As an admin, I’ve had to cultivate skills in team leadership and project management.
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Finally, we interviewed Lavender Merryheart, our sound designer.
First off, how did you first find out about the WTP project?
Lavender: I found WTP from a Youtube video, and played the demo. I was excited to be able to re-visit PH and when I saw the audio designer application, I wanted to help out however I could!
Are you remaking the music from scratch based on any remaining audio from sources like youtube?
Lavender: Both! We salvage what we can, and re-create what’s needed if. In the future, there will be some new, original music too! When we need a sound effect or music, we first check to see if there’s a good quality clip preserved of the original. It needs to be clear and without extra background sounds. If we can’t find any, then I will dissect the sound or song and try to figure out how it was made, then recreate it.
You mentioned that you make new sounds if needed, how do you go about making them?
Lavender: New sound effects are made by piecing different recordings together, such as the audio you hear when you click the talent orbs, which was re-made from the sounds of a heavy book shutting and wind chimes. If we need to remake a song, I make a new track by re-recording each instrument’s part on a midi keyboard. Then it will be edited it in Logic Pro X, using instruments and synths from the Kontakt audio library.
What’s the part of being an audio designer that you’re most excited about?
Lavender: I’m most excited about getting to write new music for the game! I can’t reveal to you what it’s going to be used for yet, but in the process for the last WTP track I wrote, I thought about how to represent the area it will be used for and what instruments and mood would suit it the best. It was a lot of fun to try to both express my style and also give it that Pixie-Hollow-sound!
Finally, how do you fit working on WTP into your schedule?
Lavender: I keep a to-do list and project notes to help organize what needs to be done, and work on WTP between class assignments. To refrain from burning out, I try to spread out my different tasks and work on a variety of things.
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After we learned about what goes on behind the scenes on WTP, we wanted to learn a little bit about some future plans and hopes the staff have for the game. 
Art wise, what sorts of things will be designed from scratch in the future?
Rachel: Although we still have a long way to go before creating our own work as we have to replicate what was in the original game first, I believe that new clothing and hair might be designed from scratch in the future.
Ci: Right now, we’re still committed to restoring the game in its original form–this means that we try not to design anything from scratch. We’ve discussed the possibility of custom content in the future (items + clothing, pets, meadows, maybe even minigames?), and when the time comes, all of that will be built from scratch. That said, pertaining to the look and feel of the original pixie hollow will be a priority for those updates too.
What game feature from Pixie Hollow are you most excited to have?
Teresa: Personally, I am excited for the skill system and wilderness! We have some new ideas to try out, but I don’t want to spoil anything.
Do you plan to have seasonal differences and events, as well as competitions and activities?
Teresa: Yep! Can’t wait! We are already featuring player’s outfits in the shop catalogue, so that’s sort of a mini fashion spotlight, but there’s definitely more exciting things to come. Fashion spotlight was one of the most beloved competitions/events in the original Pixie Hollow!
In the future, will the game be available for mobile and/or consoles?
Teresa: You can already play WTP on mobile! At some point we will have options that allow the game to run smoother on mobile devices. Console versions won’t be a thing, though.
Is there anything that was in the original Pixie Hollow that you’d like to change in WTP?
Lavender: I would change the whisper noise it made when you got a message, it got a bit annoying. And it would be really neat if you could choose from a few different songs to have played in your fairy’s home depending on your mood! I had the ice themed house and have heard the music a few too many times!
Teresa: There are things I want to tweak, and fully plan to! We have already added a couple of small new things, such as the second sitting pose and featuring real player’s outfits in the shop catalogue. I hope everyone enjoys them!
The last thing we wanted to talk about is the staff’s personal feelings about WTP and about their jobs, as well as ask them about their inspiration.
Is there anything new that working on WTP has teached you?
Rachel: As an artist here I am definitely learning new technical skills and developing as an artist in general. Some examples of art skills I’ve been able to develop include creating atlases and spritesheets for fairy clothing and hair, getting familiar with DragonBones as I’d never used it for animation, and just gaining more experience in Photoshop. And I basically just learned all these things by trying them out and asking questions if I needed help.
Lavender: Through WTP I’ve learned more about creating sound effects, because when remaking the old sounds for WTP, I really have to think about what each one is made out of (for example, the pouch sound was re-created using a paper bag rustling, leaves crunching, and a bell synth).
How do you feel about the community growing so much in a short amount of time?
Teresa: I really didn’t expect it, and it has been a bit stressful, but I hope we are handling it well. I would never have imagined that a TikTok would be the reason either! Having more eyes on us makes me feel restless. We had to adapt the discord server to keep it safe and make information more accessible to new members.
What do you remember about Pixie Hollow? And did it change your life in any way?
Lavender: I joined right at the beginning, and loved how it really felt like you were stepping into a different, magical world. My favorite thing to do was decorating and creating/collecting items for my house, as well as the minigames and item crafting/ baking, I’m most excited to see these features again! Also, a good memory from the game I have is going to the summer pool party in the ballroom, and playing games in the tearoom with friends! The music in Pixie Hollow was one of my earliest inspirations for pursuing a career in film/game scoring. Currently I am studying for a degree in film/game scoring! I’m obsessed with fantasy games, nature, fairy tales, magic, and mythology, and I write music to try and illustrate the stories and have the listener feel like they’re visiting the scene. You can hear some of my original music on Spotify under the name June Westfield!
Rachel: I was so young that I have trouble remembering everything. I do remember sometimes getting on the phone with my friends and talking as we played together and explored meadows, which was really fun. I also really enjoyed completing tasks and playing the minigames. I have no idea why that was so fun to me, but I just liked getting achievements and beating my scores.  
Do you feel like some people may have unrealistic expectations for WTP? And do you think it can ever be as big as Pixie Hollow was?
Teresa: Yes, but I can’t blame them. So far I am the only developer to have actually worked on this game, so it’s a lot of pressure, but of course the players can’t know that. For some reason the things that everyone thinks will be the easiest to code are always the more difficult ones, funnily enough. For example, a flying mechanic like the original game is sort of complex, whereas adding new meadows is extremely simple. Do I think WTP will ever be as big as PH? Definitely not. Pixie Hollow had millions of players, Disney advertised it, and it had a full development team behind it. A lot of the original players will have moved on. I’m actually surprised that so many people have found us already!
Are there any artists that you look up to or are inspired by?
Rachel: I don’t have anyone specific in mind who I look up to, but I do watch a lot of cartoons and really admire animation and all of the work that goes into it. I get really inspired seeing different animated works and am super impressed by the entire process of it.
Ci: I used to actively make art outside of WTP and definitely had a whole list of people whose styles I looked up to, but now that I’ve moved away from that I mostly remember individual pieces. I had to dig some up for this question! loish, gawki, and Hethe Srodawa, are a few.
Lavender: Some composers that inspire me are Enya, Faun, Loreena McKennitt, and Secret Garden. They are all fantasy/new age genre artists that create enchanting music!
The WTP community is a great place to make friends! Is there a person in the staff that you’ve formed a strong friendship with?
Rachel: I’ve definitely become a lot closer with many of the staff members, whether it be looking up to certain people like our team leads, chatting with the other artists in DMs and helping each other out, or just having fun conversations with all the other staff members and sharing funny stories and pictures.
Teresa: Asteria is probably the best friend I’ve made at WTP, as we have talked the most. I have also met Kass in real life – she’s the sweetest! I love everyone on our team.
(Kass is one of our moderators - we’ll hear from her in the final interview post!)
And finally, What does working on a game that’s so loved by people mean to you?
Teresa:  It is so heartwarming to be a part of something that brings people joy and makes them nostalgic. Pixie Hollow’s fan base can make me a bit anxious at times. Sometimes a group of players will want one thing, and then another group wants the exact opposite and it can be hard to make a choice. There’s a lot of pressure in trying to stay true to the original game’s vision while also being fresh, but it drives me to deliver the best work I can. I put a lot of time into WTP, and have actually burnt out a few times already. Luckily, I love building things so much that it never lasts long.
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Next up in our interview series - our social media team and server moderators! Stay tuned to hear their answers to some of your questions.
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