Words by David C. Obenour

You can no longer remember what brought you to Isla Lagarto. Like everyone else, you had seen the televised Raptor Games. It was great TV! A prehistoric island isolated from time seemed too wild to believe but there was no denying it now. Seeking fame and fortune – or whatever other misguided notion – to become the sole survivor, you are here and the only chance for survival is to become the Final Girl.
Following so many other beloved horror settings, Series 4’s The Raptor Games introduces jurassic thrills to the Final Girl solo-gaming franchise. Returning as the credited Director of Photography, original illustrator Tyler Johnson proves that life – and art – both find a way.
Off Shelf: Could you define the aesthetic you had when you first started working on the art for Final Girl?
Tyler Johnson: They originally found me at Gen Con when I used to sell my art at conventions. They didn’t really have a predetermined art style in mind because I think they knew they wanted to have a variety of artists so I mainly did what I felt fit the theme! I wanted to focus on the atmosphere and vibe. I have an animation and cartoon background so there are hints of that in the characters but kept it a bit grounded, especially for first film.
OS: What from that style were you hoping that gamers would connect with?
TJ: I try treating the art like a scene of a movie, capturing a camera angle that might be reminiscent of iconic films. Hopefully it’s immersive enough and readable for the player.
OS: Five years and four series of Final Girl later, how has that style evolved? What have you come to learn about the game and the community?
TJ: Over the years I still find it impressive how big the game actually is! It’s surprising how many random people are big fans of the game when I mention what I’ve worked on. I usually get the normal compliments, how much they like the game, and ask if I’m working on a new art for it. It’s also a good conversation starter when meeting game developers or other artists!
OS: What is your collaboration with Byron & AJ like? What direction do they give you?
TJ: Depends on the game. Sometimes the concept just sells itself. In the instance for Raptor Games: “Dinosaurs? Jurassic Park homage? Say no more.” [laughs] Sometimes the villain needs more development. I think Shriek was the most recent collaboration that we really went back and forth on a lot for Morts design.

OS: Are you at all involved in concepting new expansions, promo cards, etc?
TJ: I’m solely just a freelance artist so I don’t see much of the design side of things. I’m just here when they need pretty pictures.
OS: Other artists have done expansions for Final Girl, are you at all involved when a release doesn’t include your art? What have you liked that others have brought to the look of Final Girl?
TJ: I think the great thing about having so many art styles is that players can connect with each film in their own way.
OS: In art and in game play, Final Girl pays homage to a number of classic titles – though not directly. How do you walk that line and what do you like about creating these indirect parallels?
TJ: Since I personally like creating original art and stories, its a fun challenge to analyze what makes something iconic and try to build something new from that.
OS: What have you discovered that makes something iconic?
TJ: I think it boils down to iconography and symbolism. A lot of horror and slasher villains have simple masks so you can quickly recognize them. Could also be an iconic weapon or gimmick. For Hans, they had a specific type of mask that has some actual history behind it, which I think added more to his character!
OS: Amidst that, there also seems to be a real intention for incorporating representation within the game. Can you talk about how you consider that? Is it a team effort in how this and other sensitivities are approached?
TJ: I’ll usually be given direction for who needs to be represented. My main goal is to make the characters relatable and not stereotypes. I try to add little details into each character to give them more personality. Sometimes they are inspired by famous characters, which gives me a starting point as well.
OS: Raptor Games is a bit of genre shift for Final Girl, did anything about your approach change with the introduction of dinosaurs?
TJ: I learned a bit more about dinosaur anatomy, that’s for sure. That’s kind of the challenge with drawing something you don’t normally draw. With a deadline on top of that, I have to learn quick!
OS: Did you consider doing feathered dinosaurs? Do you have any feelings about that? It must have been long after you finished your art, but have you seen what they did for The End of Oak Street?
TJ: There wasn’t much discussion for feathers because of the obvious homage. Jurassic park is the first thing that comes to mind when anyone thinks dinosaurs. I’ve only heard of the movie, but I don’t actually know anything about the End of Oak Street. It’s on the watch list!
