🎮 You know, I’ve always wanted to work on a project that would let me dive into the depths of human nature and explore some real, adult themes. So, when Julien Millet approached me about a secret video game project, I was hooked right away. It’s not every day you get to work on a game 🔞 that takes on adult topics, politics, and drama. We wanted to create a world that was raw and unapologetic. And man, did we have fun doing it! 💃🏽
It all started with reading Julien’s extensive notes 📝📝📝 (extensiiiiiive). I mean, the guy had a thousand ideas! It was both exhilarating and challenging to go through them all, but we managed to take his dreams, constraints, and vision and turn ⌛ them into something truly unique. Seeing the talented team he gathered work on the development, mechanics, and prototyping was just awesome. 🤯
Concept Art by Raphael Penasa (Blender & Procreate)
Concept Art by Raphael Penasa (Blender & Procreate)
The world of Brutal Age–ah yeah, as the project was killed, I changed the name and pursued some development on it on my side, now you know– is unlike anything you’ve seen before. It’s a dark fantasy universe that draws inspiration from brutalism – think strong, functional shapes, gigantism, and intense monsters. We designed this world to be a place where survival is a constant struggle, and the drama is at its core.
🧝 Our characters were complex, with deep backgrounds and epic story arcs. Darwes, giants, demons – all twisted and dark versions of the usual fantasy tropes (but no Elves, who likes Elves? Do you?) Living in our world meant accepting the certainty of a brutal, and possibly dumb, death. 💀
Life is short and precious. 🫶🏽
Dame with the Red Cloak (by the author, again)
Dame with the Red Cloak (by the author, again)
The architecture and spirit of the world were inspired by the work of Charlotte Perriand – a brilliant artist who was unfortunately overshadowed by some undeserving architect. I’m obsessed with her work, and it was a thrill 🫠 to channel her creativity into our project.
Brutal Age was an exercise in total creative ⛓️💥 freedom. Julien and his team had absolute trust in the process, and together we built a world that was visually striking, filled with strong values, and even emotionally moving. 👷🏽♀️
Concept Art by AD Mélanie Ertaud
Concept Art by AD Mélanie Ertaud
I still remember the story of Sap, our forgotten knight 🪵🗡️, and I can’t help but hope that one day, I’ll be able to share it with the world. Brutal Age was a project that pushed the boundaries of what a game could be and challenged us to create something daring and unforgettable. 🛡️
This is Sap
This is Sap
🚪 But hey, that’s what I love about this job – the opportunity to explore new worlds and push the limits of creativity. With Brutal Age, we did just that, and I’ll always cherish the memories 😶🌫️ of working on this project.
Concept Art for the brutalism castle (Bender, Photoshop and AI)
Concept Art for the brutalism castle (Bender, Photoshop and AI)
As Writer & Worldbuilder, I crafted an original dark fantasy universe, designing complex lore, political intrigue, and brutal survival mechanics for this story-driven AA game. ⚔️🏰🔥