
Imaginary Worlds Scarlet Hollow Draws a Picture of Success
Jan 28, 2026
Abby Howard, artist and co-founder of Black Tabby Games known for hand-drawn character design; Tony Howard-Arias, game designer and co-founder focusing on branching narrative and systems. They discuss hand-drawn animation, designing reactive branching choices, balancing romance and solo play, letting players avoid the plot, and Southern Gothic roots shaping characters and tone.
AI Snips
Chapters
Transcript
Episode notes
Two-Person Studio Makes Big Games
- Abby and Tony are a married two-person studio who hand-draw Scarlet Hollow and split design and art duties.
- They paused Scarlet Hollow for two years to make Slay the Princess, which later made finishing Scarlet Hollow financially viable.
Allow Player Agency Without Breaking Drama
- Let players avoid plot beats but still give interesting consequences and scenes to keep them engaged.
- If a choice leads to boring outcomes, change the scene or block the option earlier to keep narrative satisfaction.
Hard Choices Drive Better Storytelling
- Abby and Tony prefer outcomes that force players to explore moral complexity rather than safe, consequence-free wins.
- They avoid death and reload mechanics so players feel repercussions but keep playing through the narrative.
