TallHead

TallHead is an independent developer of creative media and video games, based in Exeter and mid-Devon. We spoke to Ben Tallamy and John Beardsley about current projects and future plans….

What do you do?

We’re a tiny creative media developer (i.e. – unusual video games) that combines different media disciplines to create complex narrative experiences. We met through playing music in various bands in Exeter, and have talked about making games for some time. It was during the lockdown that we decided to finally attempt that ambition. So far, we’ve been working remotely, aside from filming in and around Devon and Dartmoor.

Ben Tallamy (far right) and John Beardsley (holding the clapperboard) on location for Cradlemoor. Photo: Adam Arlo Michaelson (Director of Photography)

Who do you work with and why?

One of the great things about creating video games is it draws on so many different creative disciplines – writing, visual art, music, film and acting – especially for our current project, Cradlemoor. So far we’ve been working with a lot of artists and makers from different disciplines but without much publicity. We’ve only recently started to push the project out into the world, and it’s been heartening to find out how much the concept of Cradlemoor resonates with people.

What keeps you going when things get tough?

For us, art is about communicating something ineffable. It’s about the things that make up our true reality – those joys, fears, griefs and sorrows that are very much a part of being. The skills we develop as artists are just the tools that help us make that truth more palatable. Although video games are often considered a very commercial activity, that isn’t our background. We’re trying to keep a clear perspective of why we wanted to do these things in the first place. If you set your sights on fame and fortune, it’s easy to end up in conflict with the original motivation for your artistic endeavours.

Sharing and creating moments with talented and wonderful people is also a great motivator. There is a certain magic that happens when you can create something out of the ether that then unfolds inside the imagination of another person.

Name one thing that would make your life easier as an artist.

Having a bigger core team would really help. There’s been a lot of plate-spinning involved to ensure everything keeps moving. Having people who can focus on things like PR or production-scheduling would help.

It’s a very useful – and often necessary – skill to be able to wear many hats in a project, but there is often a disquieting sense of ‘where was I?’ when you have to switch between tasks.

Tell us about Cradlemoor.

Orson Welles always said his best film was the one he was working on right now. Cradlemoor is our first project, and it’s a cinematic videogame mystery set on Dartmoor.

The game casts you as a journalist who is trying to unravel the mystery of a film crew that vanished on Dartmoor in 2013.

The ethos of the game is that the true depth and nature of the experience should unfold inside the player’s imagination. So, we have aimed to create a virtual toybox of clues that the player can explore in their own time, drawn in by a steadily unfolding narrative that is delivered via interactive messages and cut sequences.

We didn’t want the experience to be skill-based, as it puts off a lot of non-gamers. Instead, we’re aiming for the experience to be playable just with basic mouse and keyboard skills. If you can use a home computer, you can play the game.

Photo: Adam Arlo Michaelson

What does the next year look like for you?

Currently we’re just running a Kickstarter and building up our Steam wishlists as we work towards creating a build for early access. The Kickstarter has meant a mini gear-change for a moment. We’re hoping to make something pretty unique and to connect with people who maybe wouldn’t normally play games. There’s so many different ways to deliver stories, and Cradlemoor attempts to combine several disciplines at once.

What’s been the best moment for you in the last year?

Receiving support from the Arts Council England in the form of a Research and Development grant was a real boost and felt like it really legitimised the concept. That being said, there’s some real moments of collaborative, creative joy during the film-making process, and it’s been particularly rewarding seeing people having fun during some of the more action-orientated moments.

Did the pandemic affect your practice?

This was initially very much a lockdown project. Part of our background is theatre, and the absence of any shows presented a good opportunity to consider the future. While we had discussed the idea of making a video game for a few years, lockdown really fermented that idea. However, the result is very much an extension of writing and theatrical practice, just into different media and new audiences.

In what ways are you helping to put Exeter on the cultural map, nationally or internationally?

Cradlemoor will be distributed through global online platforms such as Steam, and so our audience is international. The Dartmoor setting holds a mythic, otherworldly charm with universal appeal - the Kickstarter already has backers from Europe and America, so we’re reaching an international audience already.

The game industry has been growing incredibly fast, and there are lots of games being developed by small teams. Our creative team is entirely Exeter- and Devon-based. Exeter is home to many talented, creative people and has always felt like an artistic and culturally rich place to be. With Cradlemoor, we’re drawing on that pool of talent and putting together people from several different creative disciples in a single project.

What if..?

As this is our first project, we’re looking to really get the word out about Cradlemoor. If people are interested in supporting the project or have skills they feel might be useful, we’d love to hear from you. In particular, we’re feeling our way a bit as part of the Indie Game Developer scene, so we’d love to talk to people from that world.

We’ve been working steadily with a small budget but we’re also open to talk to any funders or institutions that may be willing to offer financial support, as we’re endeavouring to pay our artists!

How do we find out more?

We’re trying not to end up micromanaging loads of profiles so currently our Cradlemoor website points to the Kickstarter, and afterwards will lead to our Steam page!

 
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