This time wed like to acquaint you with the creative process that goes into creating the scenes in the game. Here, for example, we have one of the first locations in the game the conference Evan attends in order to present a speech on Matryoshka.
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1. First off, we begin with a very rough concept art - mapping out the placement of active elements of the scene (the interactive parts that will contain moving objects), and on this, we build the gameplay (with placeholder dialogues and text and placeholder screens instead of minigames). This is usually the fastest part of the process. If we dont like it or something doesnt play out quite as well, we re-do parts of it until everything fits the way we want it to.
PS. Drawing each location out by hand means, that we have concept arts for each and every location in the game! Would you like to see them as bonus material?
2. After the sketch is completed we create a mood board, which sets the color schemes for all locations (we wanted it to not only be cohesive throughout the whole game but also reflect the passing of time morning, afternoon, evening, etc). This is possible thanks to the macrolocation system we have once you go through a set of locations you will not return to them again, so we can give you this sense of passing time.
3. Based on the concept we then proceed to fill in the details this leads us to a complete lineart. A lineart is (just like the name suggests) a picture that has only the outlines, usually in black. If you havent seen one, it resembles a page taken out of a childs coloring book.
4. When were happy with the result we create a color palette from the mood board and roughly place them on the lineart. At this stage, we check out if everything works together if the scene conveys what we wanted to say and if its also pleasant for the eye.
5. Then come the flat colors literally filling in the line art with flat colors. Just one color layer, no shadows, no color blending. You could think of it as colorful paper cutouts placed on the lineart.
6. The second-to-last step is creating all the shading, light reflections, and all small details that will make-or-break the picture, bringing it to life and helping us tell a story even before theres a single word spoken or even before we introduce any of the main characters.
7. Then, of course, with games comes the step of creating the animations, different states of interactive elements (etc. closed/open doors), etc. But thats a different part of this tale.
So, did you enjoy this little tour? Would you like to see more from Irony Curtain?
[ 2019-01-18 15:21:10 CET ] [ Original post ]
- Left in the Dark: No One on Board Linux Depot [339.39 M]
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
- 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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