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?
Eventide: Slavic Fable
The House Of Fables
Artifex Mundi
2016-01-28
Casual Singleplayer
Game News Posts 70
🎹🖱️Keyboard + Mouse
Very Positive
(547 reviews)
https://store.steampowered.com/app/406870 
The Game includes VR Support
Eventide: Slavic Fable Linux Depot [1.04 G]
Set in a contemporary heritage park where mythical Slavic creatures co-exist with humans, the adventure begins when the protagonist, a famous botanist, receives an alarming invitation from her grandmother, the park's curator. The protagonist is tasked with saving an endangered plant, but this turns out to be the least of her concerns. Her Grandma is kidnapped by the mysterious Boruta, who is plotting to conquer and destroy the world using the park's ancient magic.
The protagonist must seek alliance with the creatures living in the park, in order to defeat the villain, save her Grandma, and prevent worldwide calamity. Will she be able to stop Boruta and his evil forces?"
Features
- Visit 38 diverse locations to save your Grandma - and the world!
- Challenge yourself in 43 HO scenes!
- Explore an ancient, mythic world!
- Solve the mystery of the magical Fern Flower!
- 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: 256 MB VRAM
- Storage: 1 GB available space
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