Eastshade Studios, known for their 2019 first-person painting adventure Eastshade, took an entirely new creative direction for their follow-up title, Songs of Glimmerwick. Through an extensive video devlog series and technical deep dives led by studio founder Danny Weinbaum, the developers opened up their production process to the community.

These developer logs provide an unusually transparent look behind the curtain of indie game creation. They detail how a small core team transitioned from a 3D first-person perspective to a top-down woodland RPG, exploring visual trickery, artificial intelligence systems, and the studio's core philosophy of non-combat game design.

World-First Philosophy and Core Gameplay Loops

Songs of Glimmerwick is a story-driven witch academy RPG set in a woodland fantasy setting where spells are cast through music. Players use a flute and songbook to perform short melodies, using rhythm mechanics to master their incantations. Magic influences every corner of the world, from opening blocked paths and raising earth to enchanting gardening tools to perform automated agricultural chores.

In Devlog #1 and Devlog #4, Weinbaum explained the studio's "world-first" philosophy. Rather than building mechanics first and retrofitting an environment around them, the team prioritizes a deep sense of place, narrative beats, and character interactions.

The studio treats activities like gardening, potion brewing, and moth racing as auxiliary loops that support the main adventure. Quests drive the gameplay forward, backed by set pieces, bespoke character arcs, and full voice acting across the entire cast. Funding for this ambitious scope came directly from the commercial success of Eastshade, which sold over 250,000 copies and grossed more than $3 million worldwide.

Fixed Camera Magic and "Arting to the Camera"

One of the most detailed entries, Devlog #5, breaks down the shift from the "free" camera of Eastshade to the "fixed" top-down camera of Songs of Glimmerwick. Building a first-person world required modeling every side, roof, and alley of every structure to accommodate arbitrary player viewpoints. In contrast, working with a fixed 30-degree downward camera unlocked massive production and performance advantages.

Key techniques shared in the devlog include:

  • Arting to the Camera: Because the player perspective never rotates, artists only need to illustrate a single building facade. This saved production time, allowing the team to create roughly 50 unique interiors and dozens of one-of-a-kind exterior buildings, making the world resemble a cohesive storybook illustration.
  • Designing for the Angle: Structural assets are shaped specifically to produce dynamic silhouettes from 30 degrees. For example, north-south bridges were tapered and detailed with partial timber overhangs so player avatars remain visible as they cross.
  • Walling Occluded Space: Instead of writing complex shaders to make buildings transparent when a character walks behind them, the team simply blocked off areas behind structures with colliders.
  • Camera Magnets: To highlight important landmarks without freezing player input in canned cutscenes, the team built distance-blended "camera magnets" that smoothly steer the view toward specific focal points.
  • Geometrical Deceptions: The fixed angle allows the studio to simulate scale without expanding traversal distances. For instance, the player character is scaled down slightly as they approach the magic university, making the school appear monumental while keeping the map compact.

The 2D-to-3D Projection Art Pipeline

In both Devlog #2 and a technical breakdown for Game Developer, Weinbaum detailed the hybrid art pipeline that translates lead artist Jaclyn Ciezadlo's 2D illustrations into the game engine. While props and foliage sit on 2D planes angled 30 degrees back to face the camera perpendicular to its view, larger assets use a specialized projection workflow.

Jaclyn creates a complete 2D concept illustration of a building. Weinbaum then builds a low-polygon 3D proxy mesh matching the building's rough volume and projects UV coordinates onto that mesh directly from the player camera angle.

This hybrid method provides clear practical benefits over traditional 2D sprite work:

  • Avatars and NPCs navigate accurately around structures with true depth and collision boundaries.
  • Contact points firmly touch the terrain without visual "floating" artifacts.
  • The environment casts accurate real-time shadows using a directional sun light.
  • Natural parallax occurs around elevated rooftops and foreground elements.

For terrain, the team utilizes a full 3D mesh with vertex-splatting shaders taken from Eastshade, enabling rolling elevation changes, dynamic river currents, and shoreline ripples.

Living NPCs: Hand-Authored Schedules vs. Dynamic AI

In Devlog #6, Weinbaum tackled the complexities of NPC schedule artificial intelligence. While dynamic simulations (where characters autonomously satisfy hunger or fatigue needs like in The Sims) sound appealing on paper, they present significant hurdles for story-driven RPGs. Dynamic needs require vast animation sets across universal object heights, and can frustrate players if a crucial quest-giver wanders into an obscure area to fulfill an autonomous need.

Instead, Eastshade Studios relies primarily on hand-authored routines and staged narrative beats, supported by two architectural solutions:

  • Priority Stacks: Each NPC holds an ordered list of potential schedules rather than a single active slot. If a quest requires a character to wait at a specific meeting place, that quest schedule takes top priority. Once the quest objective completes, that instruction pops off the stack, and the character cleanly resumes their previous routine or regular daily cycle.
  • Group Schedules: To manage assemblies, classes, and seasonal festivals, the team developed group schedules. Rather than assigning instructions to individual characters one by one, a group schedule holds a single objective paired with a list of participating NPCs, making complex social scenes much easier to author.

Time Mechanics and Intentional Game Design

Devlog #4 tackled community questions about game balance, particularly why Songs of Glimmerwick departs from conventional farming simulation tropes. Most farming titles employ strict daily timers and exhaustion penalties to force resource and time management.

Because time management is not a core design pillar of Songs of Glimmerwick, the team removed the punishing night-time collapse entirely. Instead, time automatically freezes each evening and during specific scripted events. Players can tend their university garden, brew potions, explore the island, or talk to townsfolk for as long as they wish before choosing when to head to bed.

Songs of Glimmerwick Devlog Directory

The developer updates span various technical, narrative, and artistic milestones throughout production:

Devlog / UpdatePrimary Topics Covered
Devlog #1Studio background, funding via Eastshade, rhythm-based music casting, automated gardening tools, and derelict gondola set piece.
Devlog #2Deep dive into the custom 2D/3D hybrid art pipeline and rendering techniques.
Devlog #3Character asset pipelines, skeletal animation workflows, and managing over 100 dynamic characters.
Devlog #4"World-first" game philosophy, narrative goals, and implementing nightly time-freeze mechanics.
Devlog #5Fixed top-down camera discoveries, facade illustration, scale manipulation, and transparent lighting cards.
Devlog #6NPC life AI architecture, priority schedule stacks, group routines, and public demo readiness.

The team's devlog series outlines how disciplined technical constraints—such as a fixed camera and hand-crafted schedules—can empower an indie studio to deliver an intricate, handcrafted woodland adventure without expanding scope beyond reach.