Pentiment Q&A with Josh Sawyer | How did books influence the game?
This interview was done for SHARP News Features. You can read a transcription here: sharpweb.org/sharpnews/2022/12/07/pentiment-an-interview-with-josh-sawyer/ 0:37 A lot of Pentiment's development took place during a period of the pandemic when many special collections libraries were still closed to researchers. What sort of digital resources did you use to inspire the setting? 5:38 Josh on rigging and animating the books 7:43 How did the overall narrative and artistic design mesh together? Did you send Hannah Kennedy and the art team specific books to work from? Did they turn up any digitized books you weren't familiar with? 12:08 Did you ever consider registering as a reader in any special collections? 14:53 At what point in the development did you bring in Christopher de Hamel to consult? Was it largely for the scriptoria scenes, or did he have broader input? 19:31 How did you balance historical accuracy and artistic license? 25:00 What drew you to books as a vehicle for storytelling? 28:26 It’s such a tasty irony that certain books have a reputation of being containers of truth, particularly in the Christian tradition, but then introducing this idea of it being subjective like anything else. 30:26 What do you think of the public's reaction to the game so far? I've seen some really great fanworks? 34:39 Do you collect any books yourself? Other than the amazing reference books you used on Pentiment! 37:55 Is there anything you want to tell SHARP and book historians in general?

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