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Wylde Flowers News

First Wylde Flowers Update Coming Soon 🌸

Hello, cozy coven! 🌸

How are you? What’s new?

The BIG question we often get these days is “will there be more Wylde Flowers content?”

The short answer is YES! Our little team is working on content updates as we speak!! ✨

What will the updates cost? Nothing! Our content updates will be completely free and available across all platforms (Steam, Nintendo Switch, and Apple Arcade). 🎉 FYI we have been using community feedback to inform these updates! 👀



For now, we do have one exciting bit of info to share! Our first update is called Endless Seasons and Romance. 🌸 In this update you will be able to change the seasons after completing the main storyline to continue playing and experience some of the game’s content you may have missed the first go ‘round! 🎉

We are also adding content to deepen your romantic experience in the game! 🌹 You will be able to take your sweetheart on dates around Fairhaven and there are new repeatable affection animations to experience.

Endless Seasons and Romance will be coming to all platforms in early 2023! 💖



We're very excited to share more about this and other updates when we can! I can assure you our team is bursting to show you more of what we’ve been working on! 🌈



In other news, we are very excited to share that Wylde Flowers has won the award for Apple Arcade Game of the Year!

We are so thrilled and proud, and so grateful to you for being such an amazing and supportive community! 🌸

[h3]✨ Audrey and the Studio Drydock Team
[/h3]

Keep up with everything Wylde Flowers by following our channels! ✨

Discord: https://discord.gg/QdrMPAcYpx
Twitter: https://twitter.com/StudioDrydock
TikTok: https://www.tiktok.com/@wyldeflowers
Instagram: https://www.instagram.com/studiodrydock/?hl=en
Facebook: https://www.facebook.com/WyldeFlowersGame/
Wylde Flowers Wiki: https://wylde-flowers.fandom.com/wiki/Wylde_Flowers_Wiki

https://store.steampowered.com/app/1896700/Wylde_Flowers/

Breaking Conventions: Tara as the Set Protagonist

[h3]Hello, cozy coven! [/h3]

We have another blog post for you today, covering a topic we get asked about ✨a lot✨.

The question: Why can't I create and customize my own character to be in Wylde Flowers?

The tl;dr is:
🌸 Wylde Flowers is Tara’s story, from Tara’s perspective
🌸 Tara being set allowed us to create a cast of fully realized characters
🌸 Tara has her own specific voice actor

The longer version is this blog post. 💖

Wylde Flowers is a farm and life sim in many ways, but at its core was designed as a narrative game that tells a strong, emotional story that deals with real-world themes. To successfully blend farming simulation gameplay with a story focus our team intentionally breaking some conventions you might be used to seeing in-game a.k.a making your own character.

Wylde Flowers opted to create a set protagonist, Tara Wylde, who you as the player will control for the duration of the game. Having a set protagonist helped in a huge way to make our world and its characters feel real and interesting.

I had the opportunity to talk to Wylde Flowers’ Narrative Director Desiree Cifre about why this choice was made, and how it allows for deeper storytelling. Enjoy! 🌸



Audrey: Can you give me a brief glimpse into what it was like to design the narrative for Wylde Flowers? What makes it unique in the life sim genre?
Desiree:
Wylde Flowers checks a lot of the boxes of the cozy life sim genre, like a cute art style and gameplay centered on restoring a farm. What sets it apart is the depth of the story and characters. Alex and Amanda told me that while they wanted the game to be approachable for casual players, they also wanted the world to be populated with characters that felt like real people, and for the story to focus on real-world themes. I spent a lot of time when I first started working on the game writing in-depth bios for all of the characters, and connecting their backstories to the major themes of the game. We ended up with 70 pages of just the bios before any dialogue was written, and that's not including the fae characters who were added later! Our cast is very diverse, and with the coven, I wanted to include different witchcraft traditions from around the world, so it was a lot of research.



Audrey: Players in this genre are used to being able to customize their character - can you tell me about why we chose to have a set protagonist for Wylde Flowers?
Desiree:
In order to make the non-player characters feel like real people, the first thing we had to do was break with genre convention by making the player character an authored protagonist. The downside of a player-generated protagonist is that NPCs have to be written as broadly as possible to account for the wide range of choices the player might make. The NPCs can have quirky personalities and catchphrases but they can't have specific responses to the player character's traits. You are limited in what the NPCs can say because they have to be written in a way that says very little about the player character. Making Tara an authored character opened up a lot more possibilities for how they could relate to her, and the history they might share with her and with her grandmother, Hazel.

Audrey: How does having Tara as the set protagonist affect the romance in the game?
Desiree:
Making Tara an authored character also made the romance in the game feel more realistic, because it allowed the NPCs to have set sexual orientations. Tara can only date characters who are into women her age, and she although that might be limiting it also gives the player the sense that the NPCs are real people with agency and preferences. It was definitely controversial for some players - sorry Violet and Thomas shippers! - but we think in the end it makes the romances feel more satisfying. The NPCs are choosing Tara as much as she is choosing them.



Big thanks to Desiree for all of her insight and for letting us get a glimpse of the process of writing Wylde Flowers! 🌈

Please feel free to let us know in the comments if you have any further topics you’d like us to cover about Wylde Flowers! 🌸


[h3] ✨ Audrey and the Studio Drydock Team[/h3]

Keep up with everything Wylde Flowers by following our channels! ✨

Discord: https://discord.gg/QdrMPAcYpx
Twitter: https://twitter.com/StudioDrydock
TikTok: https://www.tiktok.com/@wyldeflowers
Instagram: https://www.instagram.com/studiodrydock/?hl=en
Facebook: https://www.facebook.com/WyldeFlowersGame/
Wylde Flowers Wiki: https://wylde-flowers.fandom.com/wiki/Wylde_Flowers_Wiki

https://store.steampowered.com/app/1896700/Wylde_Flowers/

Interview With a Werewolf

Welcome, cozy coven! 🌸

Today we have a special 🍬TREAT🍬 for you, just in time for Halloween: an in depth look at our fuzziest romanceable character, Westley Vuk! 🐺💕

Westley, the romantic werewolf bookseller, is one of our most beloved characters, and I had the privilege of chatting with several members of the team involved with bringing him to life, including Iona Vorster (concept artist), Desiree Cifre (narrative director), Mike Taylor (animator) and Ray Chase (his voiceover artist).

We discussed all things Westley including his inspiration, design, and what makes him so popular (and dreamy)! Enjoy! ✨



[h3]Writing a Werewolf[/h3]
Questions answered by: Desiree Cifre (Narrative Director)

Audrey: Can you start by telling us a little bit about Westley? Desiree: Westley is a bookish werewolf originally from Alaska. He became a werewolf due to a case of mistaken identity. His identical twin brother, Lou, was a marksman for a logging company, and shot at a werewolf who then returned and attacked Westley one full moon. Once Westley turned into a werewolf, he vowed to keep his distance from humans to protect them and himself, and found safe harbor in the magical village of Ravenwood Hollow. He hopes to find a cure for his lycanthropy and in the meanwhile, prove that werewolves can be positive contributors to the magical community.

Audrey: What was your process like, including inspirations and challenges, when creating Westley?
Desiree: Our original scope for the narrative limited the characters to the members of the coven and the other, non-magical villagers, so I was delighted when Amanda and Alex told me we would have the budget for a magical village with four residents. I knew right away that I wanted one of them to be a werewolf and that I wanted him to be a romantic interest for Tara. A bookseller seemed like a natural fit so that he could sell Tara the parchment and incantations she would need for her spellwork, and when Iona drew up some concept art of our nattily dressed Westley we all knew that was the right direction for the character. Once I learned we could support him having both human and wolf forms, that opened up the space to create a little mystery around his first appearance in town, and then we got to dive into his backstory a bit more later in the game.

Audrey: Do you have a favorite line that you wrote for him? Desiree: Well, I was expecting players to love Westley, but even I couldn't have anticipated how much of a fan-favorite he would become. I have to say one of my favorite lines is one that only plays if you are partnered with him: "Tara, you're looking ravishing today! Not that I want to, or would, I mean, you know." The actor who plays him, Ray Chase, gave such a hilariously brilliant reading of that line and it makes me giggle every time I hear it! The thirst is real.



[h3]Drawing a Werewolf[/h3]
Questions answered by: Iona Vorster (Concept Artist)


Audrey: What was the process like for designing Westley? How did you incorporate his personality and backstory into his design?
Iona:
Initially I started with sketching out ideas for all the Ravenwood Hollow characters in tandem. I wanted to make sure they would sit well together, and since they are all (mostly) fae, I wanted to make sure they felt consistent across their designs while figuring out “what do the fae look like in the world of Wylde Flowers.” Once I had a good idea of what they’d generally look like, I took each character one by one to work out the specifics.

With Westley, the process was a bit more complicated because I also had to figure out what his werewolf anatomy would be like and how far we wanted to push it. Since Westley is a romanceable character, I wanted his werewolf form to still feel personable and able to emote like the rest of the characters, so going very wolf-like with his design didn’t feel like the best option!

As with all the characters, I did have a wonderful character background to reference for Westley, written by narrative lead Desiree! A facet of his personality is that he likes dressing well, so along with him being a bookseller, a suit seemed like the natural choice!

Audrey: Which did you design first, werewolf Westley or human Westley? Did you have to put any considerations into giving him a (relatively) consistent appearance between the two forms?
Iona:
I started with his human form, since I knew his werewolf form would need R&D on aspects of his anatomy like his face and legs. However, eventually I moved back and forth between the two, because parts of his werewolf form, like his fangs and his fur, informed design decisions on human Westley. I wanted to hint at his werewolf form when he was in human form, and vice versa/

I also wanted to keep consistency in his outfit, especially since there’s the comical details of his suit not quite fitting his massive werewolf frame, which accentuates the differences between the two!

Audrey: What is your favorite part of Westley's design?
Iona:
His fangs! Designing all of him was fun, but I love that he has fangs in human form.



[h3]Animating a Werewolf[/h3]
Questions answered by: Mike Taylor (Animator)


Audrey: What did the collaboration (if any) look like between you, Desiree and Iona?
Mike:
I wasn't involved very much in the concept of Westley. As with all characters, I was asked for feedback on each concept, but the concepts are always so good, I have very little to add, and Westley was no exception. Soo-Ling (Wylde Flowers’ 3D Artist) and I would discuss his model more and especially the hair, since we knew that was a big part of his design. We would work together to decide how to structure Westley's hair so we could have the most movement as efficiently as possible.

Audrey: What types of personality bits or other considerations were you trying to showcase in his animations, and how did you achieve them?
Mike:
Desiree and Elizabeth put together Casting Notes for all the characters, citing specific actors and/or roles that best exemplified the character. I always started there as the basis. For Westley in particular, I know I felt that he should be a little withdrawn and maybe a little brooding. He's an intellectual who has been cursed with being a werewolf, after all. From that I thought his walk - which is the animation that gets the most personality - should be pretty subdued, compared to the other characters, and he should be looking at the ground rather than straight forward. It's subtle, but hopefully reads just a little.

Audrey: And for Wolf Westley?
Mike:
For Wolf Westley, the goal was to make him more feral, without going too far. To do this, I added some exaggerated chest breathing to his idle, arched his fingers and turned his hands inwards, then made his walk very 'stompy' to highlight the extra weight he was carrying around.



[h3]Giving a Werewolf a Voice[/h3]
Questions answered by: Ray Chase (Voiceover Artist)


Audrey: Can you describe the direction you were given when portraying Westley? What types of personality traits, emotions, etc. did you need to convey?
Ray:
Westley is a really deep character - and one who I was immediately drawn to. Going back through my auditions for this game, it looks like I only chose to audition for him and the reverend! I love how genteel he is - there's a huge part of me that wants to go run my own bookstore in a small village, so I'm playing out my own fantasies when I'm playing him. :D The voice director, Krizia, was a big help in dialing in just the right amount of werewolf into this character. He shouldn't be frightening, but rather be a warm wolfy snuggle.

Audrey: Westley's fans have become quite passionate From an acting perspective, what do you think is the secret sauce that makes him so appealing?
Ray:
I'm definitely using my bedroom voice most of the time for this guy. I have heard that it can be...most enticing....

Audrey: Are there any lines or beats with Westley that stick out to you?
Ray:
I'm a vegetarian, so it's always quite alarming when I have to do his butcher shop quotes! I can't believe he eats that much meat... But I guess it's better that he buys from a friend than go roaming the woods at night…



Big thanks to the incredible team for chatting with me! What other topics or characters would you love to see us cover? Tell us in the comment below.

As a final treat, I leave you with this amazing Halloween illustration of Westley and the kids created by our very own Content Creator, Tim Wilde!

Happy Halloween! 🎃



[h3]✨Audrey & the Studio Drydock Team[/h3]

Keep up with everything Wylde Flowers by following our channels! 🔮

Discord: https://discord.gg/QdrMPAcYpx
Twitter: https://twitter.com/StudioDrydock
TikTok: https://www.tiktok.com/@wyldeflowers
Instagram: https://www.instagram.com/studiodrydock/?hl=en
Facebook: https://m.facebook.com/WyldeFlowersGame/
Wylde Flowers Wiki: https://wylde-flowers.fandom.com/wiki/Wylde_Flowers_Wiki


https://store.steampowered.com/app/1896700/Wylde_Flowers/?gclid=EAIaIQobChMIt4egiqqD-wIVjhXUAR1kDA-TEAAYASAAEgLDivD_BwE

Meet Iona Vorster, Wylde Flowers’ Concept Artist 🌸

From the conception of Wylde Flowers, our team set out with the goal of creating a bright and friendly world for the player to get cozy in. We also wanted to design cute and expressive characters that would bring the heartfelt narrative we were crafting to life.

These ideas were brought to form by Wylde Flowers’ sole concept artist, Iona Vorster, who had the monumental task of artistically shaping the world, its characters, and more.



I had the pleasure of chatting with Iona about the design process for Wylde Flowers, her own creative process and challenges she faced when designing. Enjoy! ✨



Audrey: Can you tell me a little bit about the process for just starting out with the designs and style direction for Wylde Flowers? What were some of the beginning conversations like?

Iona: When I started designing the characters, we already had the style of the environment being established, and some areas were starting to be fleshed out (like the farm and the town.) So first of all, any characters we created had to fit into this existing world, which definitely helps narrow down the options! Initially, I explored a more realistic style, but in the end we decided that wasn’t the right feel for Wylde Flowers. We also wanted to have the characters be really animated, especially in their facial expressions. Based on this I explored a whole bunch of directions simultaneously, experimenting with proportions, level of stylisation and exaggeration, etc. The style we settled on was chosen because it felt the most unique and fun, fit into the environment design well while still allowing for the characters to be easily read on screen at a distance and up close, and also allowed us to create our huge variety of unique character types!



Audrey: If you had to pick one, what would you say was your favourite concept to design?

Iona: This is so hard to answer! Over the course of almost 3 years of development I’ve designed
characters, environments, plants, animals and even VFX so picking just one out of all that is a challenge. While I’m proud of Tara’s design, I really had a lot of fun designing Ravenwood Hollow so that might have to be my pick. Although, I’m probably legally obligated to say the cat!



Audrey: What did you find the most challenging to design?

Iona: There was honestly a lot that I found challenging, but a really rewarding and exciting challenge! Being the sole concept artist on a project means there’s a lot you have to figure out on your own, but it’s also an absolutely amazing growth opportunity and I grew so much over the development of the project. But I think the most challenging was designing the look of the magic VFX. I had never designed VFX before, there were a lot of spells that needed unique designs and it all had to fit into the game’s style so that was a complex challenge to crack. Magic is a huge part of the game, so in a way, it was like designing the look of the characters all over again!



Big thanks to Iona for answering my questions, providing so much insight into her creative process and giving us a detailed look at the art of Wylde Flowers!

[h2]Wylde Flowers is available now![/h2]
https://store.steampowered.com/app/1896700/Wylde_Flowers/?gclid=CjwKCAjwkaSaBhA4EiwALBgQaD67wcL892HRXkMtVLzmSyUV_ysGfN7eJW0lImqN0ckg_mED39YwIhoCAYEQAvD_BwE


[h3]✨Audrey [/h3]

Keep up with everything Wylde Flowers by following our channels! 🔮

Discord: https://discord.gg/QdrMPAcYpx
Twitter: https://twitter.com/studiodrydock
TikTok: https://www.tiktok.com/@wyldeflowers
Instagram: https://www.instagram.com/studiodrydock/?hl=en
Facebook: https://m.facebook.com/WyldeFlowersGame/
Wylde Flowers Wiki: https://wylde-flowers.fandom.com/wiki/Wylde_Flowers_Wiki

MIGW Steam Event Livestream

As part of Melbourne International Games Week, Wylde Flowers is featured in a yummy Steam showcase of delightful games made in Victoria, Australia! 🐨💖

To celebrate, we are rebroadcasting one of our developer livestreams! Join us for this special rebroadcast of one our Launch Celebration Streams! Meet our community manager Audrey (she/they) and QA extraordinaire Alexandra (she/her) as they uncover the mysteries of Wylde Flowers! 🌈✨

⬇️ Go check out some Aussie talent here
https://store.steampowered.com/sale/migw2022