Wednesdays logo

Wednesdays

Archives
Subscribe
February 5, 2025

Designing Wednesdays - Part 3

In the previous parts of this newsletter, we discussed how to talk about child sexual abuse through video game and how a theme park management game could help to do so. But there is something important we still haven’t talked about. Something the sharpest eyes might already have noticed.

Take a look at this key art:

Vertical key art for Wednesdays. Drawing of a man standing, a hand in his pocket. He has a translucent cube in place of a head. The man is in pink on a vanilla background, we can see roofs from a city in the distance. Around him, several blue silhouettes seem to be cheering for him. Above, the title, in pink: Wednesdays

Do you see it?

No?

Look closer:

close-up on the character in the middle, with his big cube head

Do you see it now?

Fine, I’ll tell you:    

The main character’s head is actually a cube!

And if you look even closer you’ll notice he’s not the only one - some other characters also have a cube for a head!

close-up on the character in the middle, with a few characters around. the cube heads are circled

Part 3 : The Cube(s)

These cube heads appeared quite early in the project. You could already see them back in October 2022 in Exaheva’s first sketches (Exaheva is Wednesdays’ main artist, read our previous newsletter to find out more about the team).

rough pencil sketch of Timothée at various ages. “Kid, “Teenager”, “Adult”. Arrows pointing toward the patterned shirt. Adult Tim looks fatter than on the key art. The heads are bigger too.

As well as in January 2023, when I commissioned Sylvia Zhang to draw the first concept art for the game to pitch the game to various publishers.

Four characters with square heads drawn in a more realistic style. A man is playing video games with a headset on yellow background, another one is painting a canvas on green background, another one, dressed quite formally, is walking toward us on blue background, and a woman with a white t-shirt, tattoos and a choker is sat on the floor, looking in our direction

Sylvia Zhang drew a series of “cubeheads” back in 2019 for an inktober (a self-imposed challenge where you have to draw something with ink every day of October). And while this is not where I got the idea of cube heads, this is definitely why I trusted Sylvia with this concept art. By the way, go check her amazing work!

So… why cube heads ?

Design-wise, there were a few reasons to go in that direction:

1) I’m a big comics fan, and if you are too, you probably have heard of this outstanding comic essay about comics themselves: Understanding Comics, by Scott McCloud.

In the second chapter of this book, McCloud explains that the less detailed a character's face is drawn, the easier it becomes for readers to identify with it.. I’m not sure I’m allowed to use except from McCloud’s book, so here’s a homemade demonstration (you’re welcome):      

a ridiculous felt pen drawing. On the left, an ugly face with a big nose, a scar, a beard, and a earring with those words: “Realistic”, no identification. On the right, a circle with two dots and a line representing a face, and those words: “Iconic” some identification.  The circle isn’t even properly closed, arrow pointing to it: How did I mess that up?

By making some characters’ faces totally blank, I kinda hoped to induce this self-identification by the reader. Did I put the slider too far? Well you’ll tell me.


2) Wednesdays’ “memories” are 100% hand drawn by Exaheva. I’ll go into more details about this process in a future newsletter but what you need to know is that every character pose, every change of expression is a new drawing. A character smiles? A drawing. A character frowns? A drawing. A character sulks? A drawing. That’s actually a lot of work! By making some characters (and especially the main character) expressionless, the number of drawings required for each scene would be considerably reduced, right?      

…Right?

Well that was the initial plan anyway. But it kinda backfired, and hard! Because what if you actually want to show expressivity from a faceless character? Well, you have to do it through body language, and that’s much more work than drawing a simple face!

cropped screenshot from the game: three yellow characters on purple background. On the left, a woman with a cube head holding a baby, holding him out to the middle character: a man with a cube head, his body language says he scared, or put off, it’s not that clear. The last character a strong man with a beard and long hair, is watching them. His t-shirt says Metalcore Dad.

3) This should come as no surprise: Timothée’s character is loosely based on me (we wear the same shirts!). I don’t think I’m less of a narcissist than anyone else, but I certainly wouldn’t have borne spending 3 years on the game while looking at my own face. And someone else’s face might just have felt wrong. No face: no problem!


4) They might not look like it, but cube heads can actually express stuff. Not all cubes look alike: there are transparent cubes, cracked cubes, scribbled cubes… and each of them conveys its own meaning.      

I’m not big on metaphors, I’m not a poet, and I tried to keep most of Wednesdays deeply rooted in realism. But these cubes are the fraction of the game where I chose to let it go and allow abstraction to do some work for me.


Of course, none of these reasons is the main reason. That one resides in the story itself, and will be up to you to figure out.      

So don’t forget to share/subscribe to the newsletter blah blah (this line was supposed to be a placeholder but I’m choosing to keep it at the last minute because I find it funny. However, since I’m afraid some people might take this for laziness or carelessness I’m now feeling obliged to explain the joke, which kinda ruins it. Oh well.)

Don't miss what's next. Subscribe to Wednesdays:
Share this email:
Share on Facebook Share on Twitter Share on LinkedIn Share on Hacker News Share on Threads Share on Reddit Share via email Share on Mastodon Share on Bluesky
Website favicon
Website favicon
Website favicon
Powered by Buttondown, the easiest way to start and grow your newsletter.