Interview: Amélie Vinay of Redlock Studio

Interview: Amélie Vinay of Redlock Studio

Shattered: Tale of the Forgotten King  immediately caught my attention when I saw the concept artwork and alpha screenshots. A foggy, mysterious world inhabited by equally as enigmatic characters, it gave me flashbacks of my first blind forays into Dark Souls, and my time with Shadow of the Colossus.

With an incredibly deep and original world for this twisted fairy tale to take place in, Shattered: Tale of the Forgotten King has some impressive artistic and mechanical foundations, and Redlock Studio has already shown it can deliver a polished and puzzling game should it meet it’s goal. Now, they’re looking for independent funding through Kickstarter in order to create this game and stay true to their vision.



In Shattered, you will play as the Wanderer. Looking for lost memories and knowledge in Hypnos. And it seems only a mysterious King – or is it a God ? – can answer your questions, but has gone missing. The more you search, the more you will learn about what really happened, and maybe even who you are. A 2.5D platformer RPG with 3D dynamic boss battles, Shattered : Tale of the Forgotten King balances engaging gameplay with a unique art style.

I’m a sucker for fresh, original fantasy IP’s, so it is really no wonder that Shattered captured my attention, but it was some of the more mechanical things about the game that really impressed me, alongside the lore and artwork that I continue to drool over.

In Shattered, there’s a shift between 2D platforming, and 3D boss battles. The world rotates to fit the situation, and you have to shift with it. It’s an interesting concept that at first I thought would come across as clunky and gimmicky, but even in the early state we can see it in now, is fluid and seamless. In many ways, this gives Redlock the opportunity to work with the best of both worlds: 2D has always been better for acrobatic platforming due to the fact that it’s so much easier to judge distances from a side view, but doesn’t have the depth and sense of space needed to make truly memorable boss battles. By using the best perspective for each situation, Redlock is one target to deliver an incredible experience, even if it is generating quite a bit of extra work for them.



In particular, the way that the character design of Shattered  must interact in these two perspectives really intrigued me. While the exaggerated proportions and features told their own story, even in a pallet of grays, I was curious how the shift from 2D to 3D affected the creation of these figures. So, I was incredibly excited to have the opportunity to interview Amélie Vinay, the Chief Character Artist at Redlock Studio. We discussed how she went about creating these characters, the 2D and 3D world of Shattered, and how she got involved in independent Game Development.



Redlock Studio is looking to raise $84,808 in funds to create Shattered. Currently, they’ve raised $62,553 in their Kickstarter Campaign(at time of writing), with just under a week remaining in the funding period, which ends on December 6th .

If you are interested in funding this project, or learning more about the game’s mysterious setting, head over to the Kickstarer Page. There’s a ton of reading to be done, and way more art that we could feasibly showcase here.




*Disclaimer: The Author has not backed the game discussed in this article on Kickstarter as of 11/30/16.  All opinions are the authors own, and the objectivity of the piece may be influenced by any of the authors own biases as stated in the article or in this disclaimer.*

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Editor-in-Chief of With a soft spot for epics, sagas and tales of all types, Jacob approaches games as ways to tell stories. He's particularly interested in indie games because of the freedom they have to tell different stories, often in more interesting and innovative ways than Triple A titles.