

"The tenth sketch is our home town (Regina, Saskatchewan) junior hockey-team mascot. "The fifth guy is one of the first Cuphead sketches," he says. I'm not quite sure what to make of the tank cat or the happy guy with an eyeball where you might expect to see legs. Personally, I love the fish wearing his own T-shirt and his underwater cohorts. "There are a few obscure cameos here too." "The ninth drawing is light-bulb man (This literally sparked the “aha” moment to try more inanimate objects as the head of the character.no pun intended)," Chad says. For instance, there's the head with a unicycle body and a skinny little guy without arms. And while it seems Chad was zeroing in on the body profile that would make it into the game, he clearly wasn't afraid to experiment. There's also a character who bears more than a passing resemblance to Dragon's Lair's hero, Dirk the Daring. "Ryu from Ninja Gaiden, Mario and a Ninja Turtle make cameos," he says."The last drawing on this page is based off of one of the earliest sketches I created for the game (before it was Cuphead)." You might spy a few familiar faces in the first page of Chad's sketches. They provide a glimpse at false starts, various oddities, and a few of the first designs that would lead to Cuphead himself. Today, Chad was generous enough to share several pages from his sketchbook. There, the brothers speak about the intense process that goes into creating every hand-drawn frame of animation. I spoke with the indie studio's co-founders, Chad and Jared Moldenhauer, for a six-page feature that appears in the latest issue of Game Informer. Cuphead takes inspiration from material that's significantly older – cartoons from the '20s and '30s. When we hear the word "retro" used to describe a game's art style, many of us think of 8- or 16-bit sprites. StudioMDHR's Cuphead made an impression when it was shown during Microsoft's E3 press conference last year.
