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The Making Of Barrow Hill
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| Foreword:
By Matt Clark
During the making
of Barrow Hill I have been contacted by many members
of the public wishing to know more about ancient stone
circles, and the game creation process. On this page,
in front of you, I have contributed several photos
from 'behind the scenes', informative passages used
in research and sketches produced during pre-production.
Please browse through these assets, which I am sure
you will find interesting, and informative.
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| Why
stone circles?: Ancient
stone monuments have fascinated mankind for centuries, reaching
a sustained peek in the 1970's, and through to today. The
most famous of these monuments, Stonehenge,
still retains much of its mystery and magic. What exactly
is it? Well, the academic jury is still out, but many believe
the huge megalithic stones to be aligned with celestial
bodies (stars, moons, planets), and were used to gauge the
time of year incredibly accurately. Other's have suggested
that the circle is a amphitheatre, or ceremonial chamber.
One thing is for sure, Stonehenge (and the thousands of
ancient monuments across Europe) continue to fascinate,
and provide an air of intense mystery, to historians and
the public alike.
When
were they built: The most productive period of
stone circle construction was between 2500bc to 1500bc,
an era commonly known as the Early Bronze Age. This period
in history was, until comparatively recently, thought of
as a primitive and uncivilized time. The modern, and enlightened
view is that the era is proof positive that a productive
race of ingenious people lived, worshipped and shaped the
land we see today. They were highly skilled in woodcraft,
metalwork and construction. Even today reconstructions have
attempted to move enormous monoliths using a mixture of
ancient, and modern techniques, only to be thwarted by nature
and unforeseen difficulties. Like the pyramids, the construction
of these ancient wonders baffles our best scientists and
architects.

Inspired by mystery: Having spent many
long Summer holidays in the English county of Cornwall,
Matt Clark is no stranger to stone circles and the mysteries
they promote. Tangible links with druidic cults, witch craft,
ancient earth powers and sacred ground have only inspired
his interest, and provided a keen sense of there being something
'otherworldly' about their power. So, when it came to dreaming
up a gripping story, and great game setting, Matt thought
only of stone circles, and the people who may have built
them.
Learn more about Stonehenge with the BBC.
Find ancient sites across England, Scotland, Wales, Ireland
and Europe.
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What
is a 'barrow': During, but mostly after, the peak
in stone circle construction burial mounds known as 'Barrows'
were constructed by the ancient Britons. They are far more
common than the majestic stone circles, as 6000 can be found
in the South West of England alone. Often these 'barrows'
are large mounds of earth, with deep moat-like ditches surrounding
the outer edge. Like stone circles, they can be eerie, unnaturally
quiet places. Many have been excavated by archaeologists,
desperate to learn more about a near forgotten era, and
way of life. Matt Clark's screenplay for Barrow Hill follows
such a team of dedicated historians, and suggests what may
be buried inside the ancient monument.
In more recent times, post-medieval, the mounds became known
as the home of the earth sprites, fairy folk and piskies,
who were thought to hide from man in the earthy tunnels
within. Occasionally, men were invited to join the enchanted
folk in a feast inside the barrow. The night would pass
in splendid celebration, as both man and fairy folk danced,
sang and shared their stories. Falling into a cosy drunken
slumber the men would sleep well into the afternoon. Climbing
out of the barrow, into the midday sun they would find a
hundred years has passed. Never to be regained.
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Some
of you are bound to know of ancient barrow mounds from J.R.R.Tolkien's
The Lord of the Rings. The 'Barrow Downs' feature in the
famous book, as the home to the evil 'Barrow-wights'. The
location is feared by the hobbits, who are all too aware
of the sinister location, but are foolish enough to sleep
there after taking advice from Tom Bombadil. In the book,
the barrows are described as being clad in springy grass,
with tooth like standing stones marking their zenith.
As supposed places of peace after death you will agree that
their reputation goes before them. Barrows may appear to
be simple mounds of earth, but you should always be aware
that something else is hidden beneath the leafy tumuli*.
*Tumuli: A tumulus (plural tumuli) is a mound
of earth and stones raised over a grave or graves. Tumuli
are also known as barrows, burial mounds or kurgans and
can be found throughout much of the world. A tumulus composed
largely or entirely of stones is usually referred to as
a cairn.
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| Why
Cornwall as a game location?: Of all the counties
which make up the British Isles, it is Cornwall which is
thought to be the richest in folklore, magic, legends and
mystery. As well as boasting thousands of stone circles,
burial mounds and Celtic monuments, it is also the inspiration
behind urban legends such as the ghosts of Jamaica Inn,
the beasts of Bodmin Moor and the 'spriggans' who terrorised
the poor workers deep in the tin mines. As the wretched
miners hacked at the hardened rocks, they would hear the
mysterious creatures scraping and chipping away at the darkened
walls. The nasty little things were thought to guard hidden
entrances to the underworld, and the treasures which lay
out of sight. Today the old tin mines lay hidden underneath
the peaty soil of the moors, and many believe the spriggans
still dwell in the dark places of this forgotten world.
Away from the misty moors, it is the leafy lanes of South
Cornwall which are thought to be haunted by the past. Hidden
along these dark green corridors are sacred springs, like
The Well of St.Keyne. The well was made famous by the poet
Southey, who recorded a famous fable in his poem:
An
Oak and an Elm stand beside,
And
behind does an Ash tree grow,
And a Willow from the bank above,
Droops to the water below. |
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St.Keyne
was a fair lady of the 5th Century, who travelled to Cornwall
to perform many miracles. A favourite spot included the
spring of clear water based in the Looe Valley, which was
believed to provide healing water and blessed gifts. Upon
her death, St.Keyne wished powerful magic upon the well,
and its water as she faded away on the mossy banks. Four
trees were planted, by St.Keyne, to celebrate the springs
earthy magic. They were the Oak, the Elm, the Willow and
the Ash tree. Direct descendants of those trees still provide
a leafy umbrella to the well, during the hot summer months.
Using 'real' locations: Matt, and Shadow Tor Studios, became
fascinated by the ancient wells of Cornwall. Grabbing a
digital camera, sound recording hardware and camcorders,
they recorded the sounds, sights and textures of many sacred
wells, including St.Keyne. The 'Re-building the Cornish
Landscape' section (below) features some fine comparisons
between the real locations, and their 3D counterparts.
This is one of the many reasons why Cornwall has proven
to be a fantastic inspiration for computer games like Barrow
Hill, and further games planned by Shadow Tor Studios.
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| Re-building
the Cornish Landscape: Shadow Tor Studios made
a decision, very early in pre-production, to make the world
of Barrow Hill as realistic as possible. Being surrounded
by some of the most beautiful countryside in England was
a huge bonus, and was seen as an asset not be be undervalued.
The images, above, show Matt and Shadow Tor Studios filming
on location around the Looe Valley, recording ambient soundtracks
and capturing textures for use in the 3D software. Why build
a natural looking leaf, from scratch, when the team were
surrounded by all that is wonderful in the natural world.
1000's of photographs, and endless footage was shot to create
a database of natural imagery and sound for use in Barrow
Hill, and the future games planned by the development team.
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As
you can see from the 2 images, above, some pockets of Cornwall
were replicated as game locations. The mossy steps which
lead to St.Keyne's Well have been re-created in 3D. Like
the 'real world' version, the steps lead to an ancient well,
which gamers will find in Barrow Hill. Recreating actual
locations in this fashion is both challenging, and oddly
surreal. A location like St.Keynes well is mysterious, magical
and legendary, so Matt couldn't help feel he was capturing
some of that magic in the artwork, and game scenes. Nothing
particularly strange, or spooky, occurred during the making
of Barrow Hill, but the presence of the Cornish landscape
was always felt to be close at hand.
The sounds of Cornwall: As well as great
efforts to capture the 'look' of Cornwall's leafy lanes,
it was thought very important to capture many of the sounds
and ambient noises which can be heard as you wander through
the countryside. Using digital sound recording equipment
Matt ventured off into the woods and fields to capture appropriate
sounds for use in-game. These include such oddments as the
sound of shoes on mud, leaves and tarmac to accompany the
players movements. Or, how about the sound of a holly bush
scraping past the players jacket. Or, the sudden clap of
a birds wings as it is disturbed in the night. These sounds
can all be heard in Barrow Hill, bringing much of Cornwall's
natural soundscapes to immortal life in-game.
Writing
and recording characters: Later, in the games production,
the character scripts were written and ready to be recorded.
To give the cast a strong impression of their character,
and setting, Matt invited them to the Duloe Stone Circle,
which stands a couple of miles from the base of Shadow Tor
Studios. Thankfully, it was a bright, sunny, Summer's day,
with no sign of ancient evil or darkening woodlands.
Emma
Harry, shown above, lends her voice to the character of
the same name. Her role in the story is vitally important,
and leads the player down new, and dangerous paths. Emma
herself is interested in ancient sites, and the pagan monuments
which hide in the fields and woods of the British Isles.
Emma is also no stranger to acting, and dramatic performance.
She can usually be found working in London's West End stage
shows like The Lion King, The Queen Musical and Thoroughly
Modern Millie. Getting Emma into the studio to record her
lines was no trouble at all, and she loved every minute.
(Hat and hysteria are the actors own).
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| Adding
puzzles & adventure!: Like the look and sound
of the game, Shadow Tor knew that the puzzles were an all-important
aspect when building adventure games. Players need something
to challenge their brain cells, and add a feeling of accomplishment.
In most cases, the locations suggested what sort of puzzles
would suit their setting. For example, you wouldn't have
a hulking great generator to repair in an ancient Cornish
well. Instead, the puzzles reflect the setting, and the
activities that would take place there. The woods are full
of varied flora for the player to collect and use during
puzzle solving, whereas the nearby service station has CCTV
to play with, and machines to decipher or mend. Hopefully,
all of the puzzles fit neatly into the game world created,
and pose interesting challenges and conundrums.
Those playing Barrow Hill are very much aware that there
are two worlds battling for attention throughout the gameplay;
the ancient world of our ancestors and the trappings of
modern life. Alongside dark creepy country lanes you will
find stark industrial buildings lit by amber floodlights.
The world of Barrow Hill is one of contrasts, and each corner
is different from the last. Building these two contrasting
worlds has been a pleasure, and very challenging. Thankfully,
many of the tasks have been made comfortable through choosing
good software:
• Photo editing/manipulation: Corel Photopaint, and
Paint Shop Pro.
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3D objects, rooms, props: Strata3D
• Sound editing/creation: Sound Forge 5.
• Puzzle creation/game interaction: Director MX.
• Web design and management: Dreamweaver MX
• Video Capture and editing: Adobe Premiere 5.1
• Video Compression: Swish Video 2
All
of the software packages mentioned above have been tried
and tested, and used in many other adventure games. Some
packages, like Macromedia's Director, are not the easiest
tools to master, and take great patience and skill. Creating
even the most simple puzzle is time consuming and painstakingly
precise.
Nearing the end: With the game coming together,
after almost 2 years!, it was time to add the final details,
and finish off the project. To begin and end any story is
always difficult, with interactive fiction even more so.
Suggesting strong narrative is tricky when you have no idea
how the player will progress through the story. So, it was
thought that a strong intro and outro would be vital to
lend the game a satisfying conclusion. Unlike the game world,
these bookend scenes would be filmed rather than constructed
in 3D.
Shooting film: The sequences were stroyboarded
and shot in the Cinéma vérité style
(genuine locations , real people and props) to suggest a
sensation of heightened reality. As you will see, when playing
Barrow Hill, the contrast between the real world, and the
constructed world is quite striking.
Of course, filming the real world for inclusion in-game
presented a whole new set of challenges and pitfalls. Matt,
and Shadow Tor Studios, were dependent on weather, permissions
to film and the actual landscape around them. Thankfully,
all went according to plan (except for one incident involving
an ice-cream and an owl), and the team were thrilled with
the footage. Of the 3 hours filmed, only 2 minutes makes
it into the final game, but they help provide a surreal
edge not seen in many computer games. The cornish landscape
provides a voice and character which would have been hard
to capture any other way.
For the film footage, we'd like to thank:
Darkling Room (for filming the timelapse cloud scenes)
Christopher
Marsh (stunt driver)
The Owl Sanctuary
Windsor Woods
Plymouth City Council
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The
End : By Matt Clark
Looking through some of these images brings back
interesting memories, and reminds me of how long it has
taken to produce Barrow Hill. From the muddy fields of Autumnal
film shoots, to endless nights lost in the woods with no
map, light or flask of tea. I can fully believe there is
something strange, even supernatural out there. The Cornish
woods beyond my window.
The game was a pleasure to research, put together and bring
into the world. I hope some of that pleasure can be shared
with gamers, now that the game is complete.
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