Sherlock Holmes The Awakened Artbook
Sherlock Holmes The Awakened Artbook
Sherlock Holmes The Awakened Artbook
Introduction Word 3
Art Direction 74
London 4
Posters 82
Thames Port 15
Casebook Sketches 85
Black Edelweiss 27
Screenshots 91
New Orleans 39
Game Logo 97
Lighthouse 48
Frogwares During the War 103
Insanity 62
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Take a glimpse into the making of Sherlock Holmes: The Awakened. A process
where we did our best to combine the sophisticated and timeless Victorian world
created by Arthur Conan Doyle together with the dark and mind-shattering
atmosphere of the Cthulhu Mythos, brought to life by HP Lovecraft.
With over 100 pages of concept art, sketches, and final renders, the art book
delivers a look into the creative process that gave form to The Awakened.
A collection of carefully crafted environments, intriguing characters, and
everything in between that is needed to make a game world come to life
throughout a project.
One of the more final pieces in the art direction process. These concepts were drawn exclusively for the atmosphere of daytime
London to illustrate what we had mainly settled on as a team at this point. These were then shared with the wider development team
as a clear benchmark on what we all want to aim for.
5 London
6 London
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This was one of the locations we knew for sure would carry over
from the original game so we did our best to keep quite a few
elements of the layout the same as a bit of a tribute. On top of that,
the main goal is to depict a recognizable Victorian interior with
an air of coziness with the fireplace light.
7 London
WaAWAG}AQRA7A Watson’s gloomy room inside Sherlock and John’s
shared apartment on Baker Street. The room was
created primarily for cinematic purposes and was
redone to look nearly identical to the one in the original
2007 release of The Awakened.
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Since most of the overall mood of the game was
established from the original release, we had a lot
of the art direction already determined for us. That,
plus the circumstances of the game being made during
a period of war meant we didn’t have as much time and
freedom to experiment with other ideas. That said,
we did at least try to see if moving away from
the constant “gloom and morbidity” in London, even
if just for a moment, would work. The idea did not
blend well with the rest of the game so it was quite
quickly dropped.
8 London
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The story of The Awakened has us come to London
twice, with the second time being under much more
dire circumstances. So, we decided to set these later
London locations at night so we could further turn up
the sense of gloom and dread beyond what we’d already
done with the earlier daytime locations.
9 London
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Another dire day in Victorian London. This concept
was created to help reinforce that the team knew the
atmospheric direction we wanted to go in as the opening
London levels set the stage for the rest of the game.
10 London
This is one of the first concepts
BaA$AWSAMAJA¢eAMNABAM of Baker Street at night as we tried
to nail down the exact emotions,
light, and mood we were hoping
to apply to the rest of London.
11 London
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We abandoned the idea of a library on Baker Street
quite early in production. The room would have
required quite a lot of work from multiple teams
to make it feel like a genuine library. The idea was
repurposed to be a bookshop so it could be smaller
and easier to make.
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After it was decided to ditch the library we created
the bookstore. Even this image is repurposed as it took quite
a few elements from an earlier library concept art.
12 London
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Additional iterations in search of the final colors and silhouettes
of the female NPC outfits we would then populate our locations with.
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Concept of an upper-class English lady
who is meant to have an air
of sadness to her. We eventually did not
use this concept in production,
as there were some conceptual and
Various iterations in our search for the main attire for Sherlock and Watson. The guiding principle here visual inaccuracies.
was not to deviate too much from the established and known “Victorian” style, but still add a little bit
of flair and extravagance to make the characters stand out from the crowd.
13 London
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Concept art detailing the various styles of female Victorian outfits we might place on our NPCS. The outfits range from those worn
by the rich upper class, right through to prostitutes working the streets of London. Much of these were modeled off of documented
historical designs but we then experimented more with the actual colors to make them easier to distinguish.
14 London
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Concept piece to help further steer the team on the type
of lighting we wanted to achieve with the pub location.
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16 Thames Port
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Our intention here was to capture the feeling of two detectives
who seem to have lost their way in their investigation. The only
way forward is to go down the stairs into the „unknown”
to continue their journey. The composition of the buildings
was done in such a way that all attention was focused
on the characters.
17 Thames Port
Concept art for the entrance to the underground temple located at Warehouse 12.
WaAJAWHA[ALWBQeAWGAW Markings in an ancient language, mystical hands, and the profiles of nightmarish
creatures are all there to give the player the impression they have come across
something detached from the current time period and that something dark and
ominous awaits them beyond that door.
18 Thames Port
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This is Warehouse 12, where Sherlock and Watson first discover
the secret entrance to the underground temple. The look
and design is based on the classic interiors of old London
warehouses.
19 Thames Port
Cobbled factory streets cluttered with bins, crates, and other debris near the harbor.
TAaAWLPAHAJASAMAJeAW Only one pub in the whole area offers workers any bit of respite at the end of grueling
work shifts. The idea was to depict an atmosphere of loneliness and nothingness
in a time when the industrial revolution was in high gear and workers were treated
as resources to be used up.
20 Thames Port
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Thames Port, a typical non-central
London embankment, where factories
and warehouses line the same waters
that people fish from to have any sort
of livelihood.
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The Thames Port area was one
of the art team’s favorite locations
to work on. Recreating 1880s
industrial London but with a heightened
emphasis on the gloom and
desperation of the time period. These
feelings then naturally blended in with
the horror feel of the whole game.
21 Thames Port
22 Thames Port
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Another concept that illustrates the search for the intended atmosphere and mood, this time with our hero
part of the scenery to see that his attention-grabbing profile still sits well within the gloomy environments.
23 Thames Port
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The interior of an old pub where the intention here was to show a worn and mysterious establishment. But the overall effect felt more like a rustic
and charming place to unwind, so we didn’t get it exactly right. However, thanks to clear art direction and lighting, we were able to successfully
achieve this in the game itself when recreating this location.
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The home of a poor Nepalese immigrant
family who temporarily settled in London.
24 Thames Port
The vagabond signs and symbols used to mark warehouses in Thames Port.
25 Thames Port
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Various iterations and styles for the straitjackets to be worn by the patients in the Mental Asylum
location. Since the clothes patients would wear were always going to default to beige or white,
loose-fitting clothing, we decided to at least get a little creative with the straitjackets.
27 Black Edelweiss
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In the original game, the atrium had a few gameplay moments
attached to it. However, in our remake, we shifted those moments
to other locations. Despite the room now not being needed, we still
put time and effort into remaking it. It is a notable area in the layout
of the whole asylum and it almost felt like we would be taking away
from the memory of the original game if we were to cut it.
28 Black Edelweiss
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We thought a lot about the rooms in the Asylum, as these weren’t meant
to be just dire cells where people are tossed away, which was something that
might have been seen in the original. The idea is the hospital is making some
genuine attempt to accommodate and help some of its patients. On the flip
side, we needed to avoid it feeling like some holiday retreat. In the end,
we struck upon the idea of using very old and ominous decorative pieces
to place around the interiors. That way it feels like the rooms are there for
people to intentionally live in, but still avoid it looking like a relaxing, 5-star hotel.
29 Black Edelweiss
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This concept art of the scene where Holmes and Watson travel to the Mental
Asylum in the Swiss Alps was created to assist the cinematic team. The main
idea here was to capture the sense of loneliness that has befallen the detective
duo. The choice of an almost empty carriage was to give the feeling that their
destination is one not many people willingly travel to.
30 Black Edelweiss
TAeA¶A(ARA¢AeLAHAG Concept of the reception in the Asylum. The intention here was to give a sense scale
that the hospital is quite a sprawling facility, but nothing that might feel grand or
luxurious, let alone be seen as overly welcoming. Various medieval elements were
incorporated to keep with the idea of being able to use old, ominous decorations
throughout the location.
31 Black Edelweiss
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Decorative art that hangs throughout the Asylum location.
The main goal was to have a collection of artworks all set
in a gloomy, winter theme, to heighten the sense of cold
and isolation that the entire location is built around.
32 Black Edelweiss
33 Black Edelweiss
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The first visual iteration of the Asylum basement. The obvious
inspirations here were medieval dungeons, places you do not
ever want to find yourself in, let alone when in a medical facility.
34 Black Edelweiss
We created this piece for the cinematic team, but the idea was cut as there was no time to create
TAeA¶A(A}AQEAMeAJAHA such a complex exterior in the game for what would have amounted to a few seconds in a cutscene.
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As players would begin to explore the areas of the Asylum
where patients aren’t allowed, we started dropping more
hints that this facility has some truly sinister secrets.
Questionable treatments, restating people using medieval
techniques, placing certain people out of sight from
all the other patients.
35 Black Edelweiss
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The main office of Professor Gygax needed to match her character - sinister, dark, and
troubling. In terms of the decorations for the office, the team felt they nailed it. But due
to the warm glow from the fireplace, there was a clash of feel here. With the right lighting
tricks though, the intended mood was captured once we started building the location in-engine.
36 Black Edelweiss
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A very basic concept piece for the kitchen location.
Since these types of kitchens never really had much in the
sense of decorations or intricate interiors, we decided to keep
things simple here.
37 Black Edelweiss
Upscale New Orleans concept. This was another attempt at having at least one location
NeAsOAA'AW/ASA[AGAQAGA¢ feel warm and welcoming to give the player a bit of a visual respite. As with the London
attempt, the idea didn’t blend well with the whole game so it was dropped.
39 New Orleans
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Even more emphasis on the heat and chaos of the place with
vagabonds lining the streets. The buildings are modeled off
of early 19th-century architecture prevalent in the USA,
much of which has remained preserved in New Orleans
to this day. Inner city New Orleans 41.
40 New Orleans
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At some point during his investigations in New Orleans,
Sherlock learns that a local prostitute might have some
crucial information. This concept piece is for
the Louisiana Nymph, a floating brothel anchored
in the main port. As with much of the art direction
of New Orleans, the emphasis here was on a feel of
scorching heat and grime that dominated anything else
that might resemble any sense of order and progress.
TAeBAACaA/qIA/NeAOAflA(AWL or rationalize, but he leaves with a book written in an unknown language that might
hold some answers. On the trip back to London, Sherlock was meant to obsess over
the book in his cabin. This concept piece was created for that exact cutscene which
would have shown Sherlock’s further fall into madness. However, the scene was
eventually cut from the game due to production time constraints.
41 New Orleans
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A portrait of Arneson while hunting. Located in his residence. Arneson’s portrait painting that is located in his residence.
42 New Orleans
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The chapters set in New Orleans are the only time when our locations have any rays of actual sunshine. However,
to counteract any feelings that things here might be comfortable, we wanted to portray the bayou towns as places
of dire poverty, disorder, and chaos wrapped in almost relentless heat and humidity.
43 New Orleans
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For the swamp areas of the “American South”, the main focus
was placed on atmosphere, lighting, and color. From there, later
iterations were done mainly by playing with the light till we finally
landed on the desired atmosphere for our isolated backwater
Louisiana areas.
44 New Orleans
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The dock that greets players when they first come
to the isolated island in the heart of the swamps.
The idea was to show the player that something frantic
is happening here on the island, but away from prying eyes.
45 New Orleans
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A bayou swamp house. This is one of our
first-ever concepts for the swamp area.
46 New Orleans
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Lens concept for the top of the lighthouse. We tweaked and finalized
this mechanism in-engine to emphasize to the player that this is a complex
object that will require you to investigate.
48 Lighthouse
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Concept piece for the upper part of the Lighthouse
location. The intention was to show both the real and
metaphorical emotional storm that the characters
were going through.
49 Lighthouse
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Various ideas for Sherlock’s medallion which is used to open a series of secret
doors that you come across throughout the game.
50 Lighthouse
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The Lighthouse location was redesigned quite a bit during
development. Instead of one giant room as depicted here,
we eventually broke it down into smaller rooms. Nonetheless,
this image still proved very useful as most of the elements were
divided up and used to finalize the look and layout
of the individual rooms.
51 Lighthouse
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Early in development, there was an idea to possibly replace
the Lighthouse location that you encounter in the original game
with something else. So, this very first concept piece for
the Lighthouse was drawn almost at random, as we still didn’t
know if the location would be included in the final game. But
the team eventually really gravitated to the idea of keeping all
the notable locations the same, and concept pieces like this
helped to inspire that decision.
52 Lighthouse
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During the redesign of the Lighthouse location, we considered
having the lighthouse being attached to the overall level
so players could reach it at various points in the chapter.
This idea was later canceled and we reverted to the idea
of having the Lighthouse on a lone, isolated island.
53 Lighthouse
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The ominous entrance to the Lighthouse with faceless
sphinxes flanking both sides of the door. Faceless sphinxes
appear repeatedly in Lovecraft’s texts, most notably
as the avatar of the Eldritch god Nyarlathotep.
54 Lighthouse
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A room that was meant to signal to the player that the Dagon
cult once resided here. This idea felt a little misaligned with
the HP Lovecraft mythos, so we redesigned the pool and lair
into a summoning ceremony area where the Dagon’s followers
would instead come and pray to the being.
55 Lighthouse
Another pass at the cave
location wherein this time
we tried to make them look
a bit more jagged and rough.
But it was decided this went
a bit overboard and didn’t
correspond to the Lovecraft
canon of cults that were
meant to feel established and
centuries old. As a result,
we settled on iterations
where there was a better
sense of human presence
carved into the walls.
56 Lighthouse
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This is the original iteration for the entranceway to the cave location. We focused
on adding a clear feel of mysticism to this area. The hordes of pirate-era-like wealth laying
strewn around were added to show that this spot had been used for centuries, to once
again give the feel that you are encountering something or someone with a history that
dates back far beyond Sherlock’s lifetime.
57 Lighthouse
Our second iteration of the cave location, wherein this time we got rid of the medieval-looking
cage and replaced it with bas-relief sculptures. Later in development, we ended up dividing
this room into two, reverting to the cage and replacing the bas-reliefs with frescoes.
58 Lighthouse
DA7AsAGAWAHA¥eCArA¢A This is one of the trap caves that Watson and Sherlock fall into. We were aiming for a look
and feel that conveyed these caverns were transformed by people for something sinister,
with hints of the supernatural also taking place down here.
59 Lighthouse
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This is one of our first iterations of our Dagon statue. The creature is first
mentioned by Lovecraft in the short story “Dagon”, where it appears
as a gigantic statue in the dreams of a troubled military officer. Described
as a giant amphibious humanoid sea creature in later stories, the Dagon
is considered a key deity in the Great Old One’s mythos. For that reason, MA7A/A¢AGAWA7AMAWD7AGII
we felt this first attempt seemed too slimmed down compared to the more Our 2nd pass at the Dagon monument. Our team was happy with
monumental descriptions in Lovecraft’s texts. this version as it more closely matched the canonical descriptions
Lovecraft wrote and also looked more like an actual statue rather
than a live creature.
60 Lighthouse
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Concepts of some of the main
gameplay elements that could
appear in the insanity sequences.
62 Insanity
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Illustration from a series of paintings and sketches
we made on the theme of insanity where we were trying
to capture the loneliness of such a state of mind.
63 Insanity
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One of the many concept pieces we created as we looked
for inspiration for the parts of the game depicting Sherlock’s
downward spiral into insanity as he discovers the truth about
the Eldritch gods. Here, the inspiration is a huge monolith
dedicated to the Great Old Ones, the most omnipotent
of Lovecraft’s behemoth gods.
64 Insanity
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Here we were trying to explore various options for how the playable environment in the insanity
sections might look. The team tried many different shapes, silhouettes, and structures as we searched
for the right balance between the feeling of loneliness, while on the verge of real and surreal.
65 Insanity
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This insanity sequence appears in the game as the pathways with
the swinging axes. In this instance, we preferred not to draw the axes
themselves into the concept as these were already decided on. Rather
we focused on getting the rest of the location’s look and feel nailed
down as this was still in a debate at this point of development.
66 Insanity
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Created as part of a series of insanity paintings. Originally used to help steer the art
direction, these were later added into the game as paintings Sherlock would comment
on to add an element of foreshadowing.
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Very early and simple render of the stone slots for keys
that appear in our insanity sequences. Even though it’s
just a rock with sharp spikes, it took quite a few iterations
to make them look like part of the environment, but also
noticeable enough to locate while playing.
67 Insanity
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When designing the insanity sections, we wanted to bring in elements that the player encountered in the real
world so that there was this sense of blurred reality. The real mixing in with the surreal. The most notable
element we could think of is of course the lighthouse, as it played a key role in the story and wouldn’t have been
something players maybe saw in the background.
68 Insanity
69 Insanity
70 Insanity
These symbols were originally meant to just be location decorations. Eventually, they were also adopted
into the actual insanity puzzles. We had one set of simple symbols while the others were more complex
and couldn’t immediately determine which would work best till we saw both in-game. After testing,
we opted for the simplified versions.
71 Insanity
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Series of drawings for the 2D animation of an eye that blinks during the insanity
puzzles. The whole animation is made up of 16 frames that then loops.
72 Insanity
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One of our main art direction benchmark images. At the beginning of the project, we invested a lot of time
in concepts like these that would help guide the team throughout the rest of the concept phase. The most
powerful tool for conveying the right atmosphere is lighting, so lighting concepts like these were made first.
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Going deeper into the search
for the right lighting and
atmosphere to guide the rest
of the process. Here we were
using London during the day
and contrasting it with the
night to firmly establish that
we need the day to be equally
brooding and grim.
74 Art direction
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Lighting art direction exploration in Thames
Port. The team was now starting to bring
in more elements of horror and Eldritch
mystery into the process.
75 Art direction
LeAWYAANAIA“aAMA/RANAWAA'd
Concept piece for imagination spheres or sequences. These spheres were used to easily present the intended feel
of Sherlock’s mind during the investigation of the crime scene. In the final execution, we focused on making sure
these spheres corresponded with our art direction and didn’t come across as too fantasy-like.
76 Art direction
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The effect of an overactive imagination. We tried various VFX
options for this idea and in the end settled on the green/blue
glow to again avoid being overly fantasy-looking.
77 Art direction
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This concept was one of our first, early iterations in the search
for the visual look and feel of Sherlock’s Concentration Mode.
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A series of visual options for Sherlock’s concentration mode
when he is investigating certain crime scenes.
The team eventually went with the 3rd option from the left.
78 Art direction
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This is where our art direction mostly starts -
developing the color palette for each location. First,
it was just palettes, then concepts were drawn, then
ideas were implemented in the engine with the help
of lighting and various VFX.
79 Art direction
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We went through many iterations of the cultist characters before we found what we were looking for.
On top of this, we struggled to decide on the main emotion we wanted them to convey. So, for quite some
time we created images of emaciated people wrapped in rags covering their faces.
80 Art direction
82 Posters
83 Posters
Sketch of the Baker Street Bookshop
85 Casebook Sketches
Sketch of the ring which opens the secret The sketch in Ashmat’s casebook that players find
door to the Arneson residence. at the exterior location of the Lighthouse.
86 Casebook Sketches
Sketch of the investigation that took place in Arneson’s residence. Casebook sketch of Asylum prisoner.
87 Casebook Sketches
Sketch of a barmaid in the port pub. Padlock sketch for a casebook. Baker Street location.
88 Casebook Sketches
A…aAJAHAflAWAeDflA.A
A proposed alternative style of sketches Sherlock would make in his Sketch of a lizard found in a secret room in Arneson’s
casebook. In the end, we opted for the style and design you see in- residence where the creature’s eye holds a lock.
game that is predominantly grey and feels like genuine sketches vs
overly stylized images.
89 Casebook Sketches
91 Screenshots
92 Screenshots
93 Screenshots
94 Screenshots
95 Screenshots
97 Game Logo
KeAyAMGAJeAVAAflABaAWAHA A variant of our key art in grey. It was made as an additional option to try emphasize our
two heroes more. In the end, it was not used in any of our promotional materials.
98 Game Logo
DeAQAYMALIAAHAG
Variations of the game icon that would appear on people’s PC desktops once
they installed the game. In the end, we settled on option 1.
99 Game Logo
SAA LeA'DedAMA/
AWA7A'OA[AJKAADAQAflAWeAB$A¢AL
This artbook and very much the game itself, would not be what it is today were
it not for your support. Your belief and backing helped make this all possible
during a time of great turmoil for our team and country.
You kept our team motivated and inspired through some of our darkest times,
and we will be forever grateful to all of you for this. Know that you have all
written yourselves into the history and future of our studio.
Thank you again for your support. It means the world to us.
ARTIST CREDITS
CA7A/AWIAWAM
Vladisv Chenchik
Heln Ilnytska
terynaK Shpak
HDAJALWA
Marin Orlova
Svitlan Guncheko
jdaNe Strijkova
Mariy Sholudchenk
adimV Chepurnoi
FAJA7A·AJA¢AD[AflA/AMA¢WaA
Throughout the making of Sherlock Holmes the Awakened,
our team had to live with the chaos and devastation of war.
Like the various sketches, concept arts and digital paintings shown throughout
this book, these images and stories will forever be part of our game’s history.
Burned Privat Bank building. (2014) Scenes from the sham Donetsk People’s Republic
independence referendum. (2014)
Kyiv, February 24, the first night in March 20, evacuation by train
the „bomb shelter” which was the to the west of Ukraine.
nearest open basement in our area.
Summer 2022.
A missile hits Lviv
close to where we
were living.
Kyiv, February 24, the first night The first days of the war, we took
in the „bomb shelter” which was shelter in the basement of our
the nearest open basement in our building.
Helped run a free drawing classes area.
for children in an evacuation center in the town of Ostroh.
But this past winter since October has been brutal. The constant sirens and following attacks that
left us without power and sometimes heating would immediately jolt you out of any sense of peace
you’d built up in your mind.
My daughter is still a child but I can see how much this whole year has changed her. She has grown
up faster than she should have needed to, and her view of the world has changed a lot.
I know one day this war will be over and Ukraine will be free but I often wonder how many of us will
heal from this past year and what comes next.
I know in my heart that one day this war will be over and
we will win this. Everything will be fine and we can go back
to rebuilding our lives and trying to heal. Sadly though,
the price of freedom is very high.