Today we have an excellent example of how talent runs in the family. Fabi, our architect and photographer amongst other things, brought his sister Eva in to help us out with some of the outfits.

While she was knitting ridiculously tiny socks from organic cashmere (!…) Fabi put together these Birkenstock-like sandals from rubber, cork and leather. Now he just needs to solder the ladybug-sized buckle and a new character is all set for the game! 


First off, welcome to our new followers! It’s exciting to share this crazy process with you.

Now, in order to give you a decent impression of what awaits you in our game we’re giving away a little secret: A first full scale in-game screenshot! This is where our main character Harold hangs out when he’s not busy mopping the floor or otherwise helping out his boss, Professor Moreaux. In this shot we caught him in his Pyjamas!  


Hello Friends,

a couple of days ago we received a visit from a TV team who were shooting an episode for a youth program called Loop. Loop is a new show coming up on RTL, a big network in Germany, and aims to explain basic scientific curiosities. The episode we were interviewed for will explain sensory perception and how it can be tricked.

Animation would be considered such trickery so we were asked to give some insight into the subject and how it was used in the game we are working on! 

We’ll be able to share some of the show once the episode’s out (For now please enjoy our behind the scenes footage..) Stay tuned for updates on new environments, our technical feature (including how the sets are ultimately assembled on the computer for example) and more!

Unity 3D - Using a 3D Game engine for a 2D Game

Everything you’ll see in Harold Halibut is put together from several layers of two-dimensional sprites. Essentially it’s like sticking a camera into scissor cut puppet theatre set. There are usually three main layers: some obstacles in the foreground, the characters on the middle ground and the main set parts in the background. Using Unity 3D and it’s 3D Camera gives us a lot of possibilities to experiment with dynamic camera movements in this pseudo three-dimensional space, though.  

 A good example are the dialogues where the camera would focus on our actors once the conversation starts. So instead of keeping you at the same distance and keeping things stage-like we pull you in a little to give it some physical- and thereby emotional depth.

Since Unity 3D wasn't made for 2D spaces and therefore has some issues with the proper display of flat imagery, we use the Plugin 2D Toolkit, which makes it quite easy to handle even the most detailed high-res backgrounds.


Hey everyone! We’re currently knee-deep in the theoretical part of the design process. Writing, game design, business planning, interviews… But here’s a little something to let you know we’re still around and working hard :)

It’s one of those details that’s might get lost on you when you’re playing the game. But it’s good for showing you the translation from concept art over sculpey and acrylic paint to final placement.


Welcome everyone,

This is our first of many posts in which we want to give you insight into the development process of our stop-motion point & click adventure game Harold Halibut. 

Everything starts with us sitting around a table with ideas, a pencil and some paper. It’ll be a fine line between giving away the story and making you curious so we won’t let you in on all the goods but here’s a first taste of our concept art- they say a picture’s worth a thousand words…