Harold Halibut - A Handmade Adventure Game

Hi friends,

I’m the game designer and composer of “Harold Halibut - A Handmade Adventure Game” and I just realized that I didn’t open a thread for it here in the forum yet… so here it is :slight_smile:

Here is our most recent Teaser, to give you an impression of the world we create:

And the Trailer:

Everything in the game is made in the real world using classic modelmaking techniques as can be seen here:

We also have a Kickstarter Campaign running right now, which you can see here: www.helpharold.com

You can find more information about the game and follow us here:

https://twitter.com/haroldhalibut
https://instagram.com/harold_halibut

8 Likes

as a classic animator myself i find this beautifull

Looks fantastic.

You just can’t beat the real thing.

This is flippin’ gorgeous.

Pledged!

Wow I’ve never seen anything like this before. Can you give us an idea of how you achieve this technically?
Is this kind of like an interactive movie as in pick an option then it plays a relevant cutscene?
If so, what files size would this game have o.0
Sorry if you already answered that somewhere else.

HOLY molly!

My guess is:

  • Real puppet and environment scanned photogrammetrically then baked into a retopology and texture. Probably captured the BRDF of each material too.

Thank you all :slight_smile:
@Serinx @neoshaman : Yes it’s almost like neoshaman guessed it. Everything is built in the real world, and 3D scanned afterwards using photogrammetry. After retopology, depending on the model we either set up pbr values with substance painter manually, or use a proprietary material scanner which our friends at APEC Visual developed, to achieve the realistic surfaces. The animation is part motion capturing, part keyframed.

3 Likes

That’s amazing! Looks like actual stopmotion. Keep up the awesome work!

Reminds me of Sam and Max, which is awesome because I love those games.

And part (mostly) awesome!
I disagree the animations only barely resemble stop motion because stop motion has visible flaws/errors in most of the surfaces and motions that are allowed to pass - because it is stop motion.

The animations for this look great, very smooth and seem less hindered by the normal stop motion workflow.
What is the frames per second for the animations, both at initial creation and on final view-able form in engine?
Can you provide more detail how you are able to have such smooth animations using this technique?

Love the look! The name is – different. :eyes: