Annapurna Interactive, publisher of indie powerhouses likeStrayandNeon White, recently revealed a gameplay trailer ofFlockat its digital showcase event. In development by Hollow Ponds,Flockfuses creature collection with a fanciful, avian-borne flight sim, where players acquire a retinue of cute flying friends. The relaxingindietitle can be enjoyed alone or with friends and is currently in development for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
Game Rant spoke with Hollow Ponds' creative director Ricky Haggett andFlock’s art director Richard Hogg about its various inspirations and the challenges associated with building the game’s aesthetic. Fans of flight games andcute creature collectorsshould keep an eye on Hollow Ponds forFlock’sforthcoming release date.

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Real World Inspirations of Flock
Flockwas originally conceived during lockdown, andsocially-oriented games likeRobloxandValheimcolored Hogg and Haggett’s thinking regardingFlock’s multiplayer. But Haggett called out real-world experiences as a core influence, and Hogg chimed in, relating his experiences with bird watching:
“When I was a teenager, I was very interested in birdwatching. Now I’m an adult, and I go through phases of being more interested in it than others. I’m making a list of every bird I’ve seen this year, which is interesting to do in the context of making this game.”

The Hogg and Haggett hopeFlockkindles the joy of discovery in players. The flash of recognition associated with encountering a rare bird or the thrill of discovering a new type of creature altogether are valuable experiences that informed the core game design. The game’s environments are designed to hold secrets that players will discover long after they have grown familiar with the game’sopen design—which can be quickly traversed, despite pockets of denseness that invite players to get lost.
Fanciful But Familiar in Flock
Even thoughFlock’s cast of creatures is predominantly airborne, many of the flying companions players can tame resemble terrestrial or oceanic animals. A funny sort of familiarity—something recognizable, but turned slightly askew—is at the core of Hogg’screature design:
“We have a creature in the game that really looks like a radish, even though it moves like a tadpole. I enjoy the creative process of thinking about stuff like that, and I hope players find that fun and relatable. I think if they were all crazy alien things, they may be less relatable”
Finding the unusual and fantastic amidst a familiar, low-stress environment seems to lie at the core ofFlock’s intended experience. This ethos is extended to the flying companions players can acquire, as they are themselves familiar territory—with whimsical twists. Finding joy in the familiar is a crucial aspect of comfort andcozy gaming. In fact, the simple presence of familiarity and routines can be more important for comfort than thematic content or lack of combat.
Unreal Aspirations
Flockis a spiritual successor—in terms of vibes, more than mechanics—to Hollow Ponds' prior game,Hohokum.But the jump from 2D art and environments to the third dimension proved challenging for Hogg, who, at the start of lockdown, was still unfamiliar with modeling and Unreal. Like many indie games,Flock’s aestheticrepresents an entirely new skill set for its creators. Hogg explained that he collaborated closely with Hollow Ponds' technical artist to nail the look they were hoping to achieve.
Haggett recalled that Hogg “…spent ages trying to hand paint what it looks like when the sun comes through the trees,” which is an image that conveys a mood as much as it does a setting. And despite the challenges of Hogg’s learning curve, both directors are pleased with the current art style and said that the showcase’s gameplay trailer was satisfying to watch.
Flockis currently in development for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.
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