How The Collage Atlas' creator drew a pen-and-ink world into life over four years

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Henry's a Bournemouth-born writer that's been gaming since the N64 days. He's fascinated by virtual reality's potential but outside of this, you can find playing the latest indies and RPGs.

Few games have left such an immediate impression on me as The Collage Atlas. Here are anchors dropping from a white sky, razor-thin keys opening butterfly locks, and books swarming in the wakes of ships as if they were murmurations of starlings. Brought to life with a hand-drawn pen-and-ink aesthetic, the game's calm spaces and wealth of illustrative detail work together to encourage self-reflection. Having immersed myself in the game over the last few weeks, I wanted to know more.

Evelyn initially created a demo scene with a pinwheel, like the ones often found at the seaside."I decided it'd be cool to make it spin if you turned the cameras towards it," he tells me. Everything in the game is spun out from this moment, Evelyn explains. This scene was where he realised what he was trying to say with the project."I was trying to communicate this idea of your presence mattering, even when you no longer feel empowered.

"Anytime we create something, our idea is somewhat abstracted because it's filtered through the tools we're using," he tells me."I love making 3D stuff directly on the computer, but in this instance, I wanted to maintain as much of that human touch as I could - those natural imperfections, those fingerprints that we put over things. There's a palpable sense of humanity that I really appreciate in work and I wanted to capture that.

It's little surprise, then, that exploring The Collage Atlas' world ultimately feels like a personal journey to Evelyn. It's a tricky balance, because Evelyn is clear that he wanted to make something"useful," - his word - rather than a journal entry. "The very nature of the themes that I'm exploring means that they are informed by difficult experiences I've had.

 

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