Why we've changed the art style of Irony Curtain?
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
[ 2018-12-28 15:09:28 CET ] [ Original post ]
Comrades!
Some time ago we showed you how Irony Curtain looked in the early prototype phase and how it looks like now.
Today wed like to talk a little bit more about the reasons behind the change and the whole creative process. Its no doubt that Irony Curtain came a long way from the times when it was just a prototype called simply Matryoshka.
There are three main reasons why weve decided to simplify the art style:
1. The previous style looked great but it didnt play well
The before screenshots weve shown are undoubtedly the ones that look brilliant detailed backgrounds, vibrant colours and original characters. And thats the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations and unfortunately, the previous style caused a lot of it. One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version
2. Weve changed the way we animate characters
The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that youve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent. BEFORE:
AFTER:
3. We want the art style to be a part of how we tell the story
When Evan first arrives at the Leaders Heart Hotel, hes overwhelmed by its monumentality and splendor. The location should reflect that, so weve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didnt change that much though (e.g., Evans bathroom in the hotel room), weve only adjusted them to the current style of the game. BEFORE:
AFTER:
In the next episode of Behind Irony Curtain, well show you the creative process behind creating the locations in Irony Curtain. Stay tuned!
Left in the Dark: No One on Board
Moonrise Interactive
Artifex Mundi
2014-10-02
Casual Singleplayer
Game News Posts 81
🎹🖱️Keyboard + Mouse
Very Positive
(441 reviews)
http://www.artifexmundi.com/page/charlotte/
https://store.steampowered.com/app/284890 
The Game includes VR Support
Left in the Dark: No One on Board Linux Depot [339.39 M]
Left in the Dark: No One on Board is a hidden-object puzzle-adventure game with a grim, mysterious ambiance and plenty of scares!
Private Detective knew this case was going to be strange as soon as she read the letter from the Mayor of Port Providence, in which he asked her to board a ship that went lost at sea years ago, then recently reappeared with no sign of the crew or cargo.
Detective is at a loss as to what happened to the vessel, even after examining all of the evidence. She knows there is more to this case than the Mayor is letting on. The press is abuzz with talk of a curse. And, after encountering a hooded figure with a hook on his hand, on a supposedly abandoned ship, she begins to believe it.
Detective is a rational woman, not prone to believing in ghost stories or fables. But this case is unlike anything she has ever seen. What connects the ship’s disappearance with Devil’s Island, and a local family’s unsolved murder? Will she find the allies she needs to break the Traveler’s Curse?
Private Detective knew this case was going to be strange as soon as she read the letter from the Mayor of Port Providence, in which he asked her to board a ship that went lost at sea years ago, then recently reappeared with no sign of the crew or cargo.
Detective is at a loss as to what happened to the vessel, even after examining all of the evidence. She knows there is more to this case than the Mayor is letting on. The press is abuzz with talk of a curse. And, after encountering a hooded figure with a hook on his hand, on a supposedly abandoned ship, she begins to believe it.
Detective is a rational woman, not prone to believing in ghost stories or fables. But this case is unlike anything she has ever seen. What connects the ship’s disappearance with Devil’s Island, and a local family’s unsolved murder? Will she find the allies she needs to break the Traveler’s Curse?
Features
- Unique puzzles of varying difficulty levels
- Gripping storyline
- Hand-drawn art
- Atmospheric music and sound
- Interactive location map and journal
- Unpredictable events and twists
- Complex characters and lore
MINIMAL SETUP
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 1.5 GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 128 MB VRAM
- Storage: 1 GB available space
- OS: Ubuntu 12.04 (32/64bit)
- Processor: 2 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256MB VRAM
- Storage: 1 GB available space
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