Clickuorice Allsorts: How Headlander’s look works

Headlander

You want to click on a thing that’s interesting to read RIGHT NOW? This Clickuorice Allsort is a beautiful-looking confection in the form of the art direction document for Double Fine’s head-swappy Metroidvania, Headlander! Writer and director, Lee Petty, lays out things like the game’s influences, and why particular stylistic choices were made – the use of the colour spectrum to accompany progress through levels, so red and orange for early on and blue/violet for later – BUT it also has all these explicit reminders to the team not to fall into common traps of the trade, like mistaking visual unity for uniformity. If you’re interested in art OR design OR Headlander OR all three there’s loads to pick through and enjoy here.

We’ll try to build up a bag of these Clickuorice Allsorts so you can dive in for an interesting nibble whenever you fancy…

4 Comments

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    Aerothorn says:

    As an American, it took me a while to figure out what the hell “Clickuorice allsorts” was supposed to reference :)

    • LennyLeonardo says:

      Your comment compelled me to look up the etymology of “liquorice”, and thence discover that the Ancient Greek word was “glukurrhiza”, which sounds like a) something a Cthulhu cultist chants on the equinox, or b) the name of an Ork Nob. It’s been quite a journey.

  2. Kollega says:

    For me, as someone who played Headlander, greatly enjoyed both the gameplay and the art style, and 100%’d it without a guide, this document was really interesting. Seeing all the art style influences for the game and stylistic decisions is wonderful, and it also tells one backstory segment that I don’t think was explicated in the game.

    Interestingly, it also hints that the final game is a little cut-down compared to the original vision, because Pleasure Port takes up most of the game in the final version, the Luna Citadel is more of a “shit getting real” short-and-punchy second act, and the Computer Core area is just one blisteringly fast final run to reach the big bad, rather than a big explosive third act that you can explore.

  3. Yglorba says:

    Looks like it takes more influence from Paranoia than anything else.