Slumber by Southwest (SXSW)

Jack and I have just returned from our first trip to the South By Southwest Music Festival (SXSW), a week-long party that consumes the city of Austin, Texas every year around this time. Although “South By” lasts a full week, we were only in town for the SXSW Gaming part of the festival, which ran from Thursday, March 15th to Saturday, March 17th.

According to pretty much everyone we met, the gaming portion has really grown over the past five years. SXSW didn’t have a gaming section of the show for a long time, but recently it’s gotten so large that they had to put us in the Austin Convention Center just to hold all the video games!

I’ve been to Austin once before, when I went to Unite 2017. I was happy to return! The food is hearty, the locals are friendly, the weather is summery, and seeing hundreds of thousands of people flood into Austin was truly a marvel to behold. But how did it stack up as a gaming convention?

 

 

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High Traffic, High Engagement, No “Crowding”

SXSW might be the best show we’ve been to so far in terms of crowd size and crowd management. Let me explain…

One way a show can go wrong is if there aren’t enough people. When we went to Gameacon 2016 in Atlantic City (back when we launched our free Demo), we encountered this problem. If there aren’t enough people at a show, you end up sitting at a table bored for extended periods of time.

Another way a show can go wrong is if there are too many people! This isn’t really terrible, but it does make things hectic. I remember last year’s PAX East showcase being insane. It becomes a madhouse, trying to hand out iPads to everyone, charge every device, give everyone the pitch in a loud convention hall, and give out business cards. In other words, you want a table full of people playing your game without the excessive crowd traffic.

That’s where SXSW Gaming really excelled. From the time the show opened at noon on a Thursday, there were people in the hall playing our game at the table. Yes, you read that correctly – noon on a Thursday. I’ve never seen a show pull people in right away like that, and I assume it’s because SXSW is such a dominating event that people take off from work and see everything the festival has to offer.

The icing on the cake was that since Jack and I were selected for the Gamer’s Voice portion of SXSW Gaming, they gave us two free 3-day pass wristbands for us to give to our friends. How thoughtful! The staff was wonderful, and the experience of exhibiting at the show was effortless. We thoroughly enjoyed every part of the experience.

 

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Gamer’s Voice at the SXSW Gaming Awards

They did something really unique at SXSW that I haven’t seen at too many other conventions. During the three days of gaming, con-goers could vote for their favorite indie video games on iPads strewn about the show floor. Instead of the way these things usually work, where an academy of faceless judges votes on their favorite games, the idea was to create a “Gamer’s Voice” award for the various categories: mobile, tabletop, VR and PC/console. After three days of voting, the winner was announced at a ritzy award show Saturday evening.

These kinds of events are perfect for us since we don’t have a ton of money for booth fees. We applied to this contest back in December of 2017, and I think the entry fee was $50 or something trivial. Then we were selected to attend the show and given a 10 x 10 space on the show floor, as well as two Platinum badges which run $1,650 a pop. So it’s almost like we won $5,000 if you add together the cash value of all of these things [ 0_0]!

I love the idea of Gamer’s Voice, although Jack and I were a bit unprepared for the voting process. The attendees seemed a bit unprepared too, since most of them didn’t realize there was a competition going on. The whole thing seemed like an odd test of our political “get out the vote” skill rather than a focus on the quality of our game. We tried everything we could, including bribing people and busing in voters from out of town, but we didn’t win! You can watch the recorded stream here.

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Stu and Paulette Denman accepting the award for Gamer’s Voice: Mobile!

At the award show on Saturday night, our friends at Pine Street Codeworks, Stu and Paulette Denman, took home the grand prize! Congratulations to them and their team for their work on Tiny Bubbles. They deserved the award – Tiny Bubbles is a very pretty game, it’s super polished, and the mechanics are very creative! The game launches on iOS in a little over a month, so go check them out and support our indie brethren! This also marks the second time so far that Where Shadows Slumber has lost to Tiny Bubbles in direct competition, so we have a new rival! The results of the award show can be seen here.

 

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Sweet Rave Parties!

As guests of SXSW, we were always invited to their crazy parties. We had to skip out on the Thursday night party they threw for the gaming exhibitors because we were so exhausted from our travels. But we were happy to go to the SXSW Gaming Awards, as well as the afterparty.

It felt so weird being in the audience of the SXSW Gaming Awards. It finally hit me that I was a part of the same award ceremony where they were handing out awards to games like PlayerUnknown’s Battlegrounds and The Legend of Zelda: Breath of the Wild. I’ve attended these before as an audience member, like when I was at GDC last year and watched the IGF awards. But now Where Shadows Slumber was actually one of the games in the running, so I was a participant rather than a spectator. What a rush!

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This isn’t a photo – it’s the book cover from my upcoming cyberpunk RPG system.

After the show, our indie enclave congratulated the Tiny Bubbles team and decided to all go out for dinner together. Then we went to the last SXSW party of the whole festival, which was a gaming rave they threw in this outdoor club called The Belmont. They had this crazy DJ system called WaveVR where someone was on stage mixing the music in virtual reality.

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Left to right: Frank DiCola, Jack Kelly, Jai Bunnag, Paulette & Stu Denman, Mattis Folkestad

It was fun hanging out with our fellow indies, watching Jack’s sweet dance moves, and chugging refreshing Waterloo™ watermelon sparkling water. 10/10, would go again! We hope to see this crew again sometime soon.

 

 

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Post-Show Slump

I have no idea how Jack had the strength to actually go to work on Monday. I spent most of the day suffering from a post-Austin hangover, sifting through the pictures that went into our Facebook album. Regrouping after these shows is always the hardest part. I’ve been reflecting on a few reasons why that may be the case…

  • We met a bunch of cool indie people, but we have no idea when we will see them again.
  • We’re super pumped from the hype of the show, so going back to drudge work is a bit depressing.
  • Lots of people gave us good feedback on our build, so I’m torn between fixing that stuff or moving on to finishing the rest of the game.
  • We also promised we’d send out this build over TestFlight and Google BETA, but it still has a bunch of the same errors that it had at SXSW.

The worst part is that since PAX East 2018 is right around the corner, I’m going right back into “ramp up for a show!” mode. Hopefully I get some meaningful progress on the art done in the next few weeks! Preparing for shows always makes me anxious.

Feel free to send in your “post-show slump” advice in the comments below or on Twitter! We could use the pick-me-up. Thanks for reading this blog post about our travels to SXSW – if this looks like your idea of a fun time, signups for SXSW 2019 have already opened up to the general public!

Being invited to the show was a great honor, and the traffic at the show was great. This is a show that I hope we can return to one day, once the game is released. If we make enough money from the game to return to Austin for SXSW, I think it would be a good investment. If you are in indie and you can make it to Austin next year, I strongly recommend that you apply for Gamer’s Voice as well.

 

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Thanks for reading our business trip blog! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

 

 

Show Prep!

For those of you who haven’t heard, Frank and I will be trekking down to Austin, Texas tomorrow to represent Where Shadows Slumber in South By Southwest’s Gamer’s Voice Awards! It’s a real honor to have been invited, and we’re super psyched to participate in one of the biggest media conferences in the world.

Of course, attending a show like this isn’t a walk in the park. There’s a lot of stuff we have to do to get ready for it, and that’s not even including the toll the show itself takes on us.

Since we’re going to SXSW tomorrow, last week was prep week. Let’s take a quick look at what that prep involves.

 

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Pre-Show: Game Prep

The whole point of these conventions is to show off Where Shadows Slumber, so one of the most important parts of preparing for the show is making sure we have a version of the game ready. One of the biggest surprises I’ve found is how much time and effort this takes. Since we’re actively working on making a game, you would think that we would be able to build and deploy it in a matter of minutes. However, this model of game development isn’t quite correct – having a game that’s 90% complete doesn’t mean we have a complete game with 90% as much content. Rather, it means that we have a game where most of its parts are 100% complete, and some of them haven’t even been started; we might even have a bunch of complete pieces that aren’t hooked up together.

Unfortunately, this means that show prep is quite time-consuming. It mostly comes down to the minutiae – we update the game’s build settings from “easy to develop” mode to “ready for production” mode. We have to change some configuration in order to bring only the levels we want. Small bugs or visual glitches are things we often ignore for the time being and revisit after level design and implementation is complete, but they have to be fixed for a show (even if they’re going to be changed again later). If we weren’t planning on implementing something (like menus), we may have to throw together a crude version just for the current show.

These annoying little time-wasters are one of the reasons we made the demo version of the game – no matter where we are in development, we can always simply bring the demo to a show, and know that it will work. However, as development has stretched out, we find that we don’t reap very much reward from showing the demo; people have already seen it, we’ve already heard all of the same feedback on it, and it doesn’t do a great job of showing how far Where Shadows Slumber has come. Especially for a big show like SXSW, we like to have a build of the game that has some recent work and shows off how awesome it can be, even if it does require jumping through a few more hoops.

After all of that, the only thing left is to actually build the game. This process is pretty easy for Android, and a little more complex for iOS, but it’s not too bad in either case. Then we actually test out the build on our devices, to ensure that users will get the best experience they can out of Where Shadows Slumber. If there are any bugs, then we have to go in, fix them, and build again. This is a much more time-consuming debugging process than usual, but, again, it’s usually worth it to get a chance to show off the most recent developments of the game.

 

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Buttons from Herb Ferman, dropcards from Moo, and Alba & Noah’s Phoz cards!

 

Pre-Show: Physical Prep

The most important part of showing off the game is the game itself, but that doesn’t mean there aren’t other things that need to be done. First and foremost, we need travel and lodging – a show isn’t much good if we’re not there for it! This is one of the reasons we go to a lot of shows in the northeast, but not too many elsewhere; we can often drive to Boston or Washington D.C., and sometimes we even know someone who lives nearby (and is willing to put up with us).

Another important factor in going to shows is actually being allowed to show Where Shadows Slumber at the show. This involves a lot of emailing back and forth with the convention runners, whether it’s them inviting us and us accepting, or us begging them to let us come.

Once we know where we’re staying and how we’re getting there, we have to figure out what else we’re going to bring. Most of this comes from a pretty stock list – we need devices to showcase on, computers to play videos, our banner, a tablecloth, foam floor padding, etc. On top of that, we like to bring business cards (above), and sometimes Where Shadows Slumber buttons. These can take some time to design, because we like to use very recent content from the game. After that, the only thing left is to coordinate between us when and where we’re going to meet, and it’s off to the show!

I should mention that most of the non-game prep that goes into these shows is done by Frank. He’s the one in charge of Game Revenant’s bankroll, so he ends doing anything that requires actually purchasing something. Which is pretty awesome, because I’m far too scatterbrained to handle organizing any of that stuff.

 

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The Show Itself!

I know this post is about the show prep, but I would be remiss if I failed to mention the show itself! The preparation is a lot of tedious stuff that makes us feel like we’re wasting time, but actually going to the show is the part that really exhausts us. We’ve spent a lot of time and effort making a great game to show people (both in terms of specific show prep and in general), so we end up spending 2-4 days showing it to literally every person we meet. And at a large convention, that usually ends up being several hundred people. We’re on our feet, talking, conversing, explaining, and schmoozing for pretty much the entire convention – it really takes it out of you!

All in all, show prep is a necessary evil. When you’re already spending most of your free time working on something, it’s really galling to have to spend even more time on more tedious parts of that project. But, once we get to the show, it quickly becomes clear that it’s all worth it. Frank and I are pretty used to Where Shadows Slumber at this point, but seeing the look on someone’s face when they realize what’s going on for the first time is a really great feeling. And knowing that we put in the work to bring the best possible version of the game to a show really helps us understand how people are going to react to the final game itself.

I should probably wrap this post up. Honestly, it’s shorter than most of my other posts, and probably not quite as good, but I don’t really have any time to make it better – I have to fix a bunch of bugs before we leave for South by Southwest tomorrow!

 

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I hope you enjoyed a look at our pre-show process – if you have any questions about our con-going habits or anything else, we would love to hear from you (although we probably won’t get back to you until after SXSW). You can always find out more about our game at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, join the Game Revenant Discord, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com. And if you’re in Austin this weekend, make sure you come by our booth!

Jack Kelly is the head developer and designer for Where Shadows Slumber.

Creating a Level: From Concept to Finished Product

For a long time, I’ve wanted to write a post about how we make Levels when working on Where Shadows Slumber. The only problem was a lack of documentation. I forgot to take screenshots of the early stages of the Levels we’ve completed so far. What I really wanted to do was show our audience the growth of a Level, from it’s earliest conception and then show the various stages of the design process along the way.

When I thought of this idea, I tabled the blog and decided to wait until I started on a new batch of Levels… and here we are! We’re going to take an inside look at Level 3-1, Noria, the first Level of the Aqueduct World.

 

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Step 1: Draw The Level

Every Level has a reason for being in the game. Noria is the first Level in the Aqueduct World, which makes it extra special. Whenever we design the first Level of a World, we like to communicate to the Player:

  • Why the World is going to feel different from the other Worlds in the game
  • What mechanics you’ll be dealing with in this World – especially new ideas

For the Aqueduct, we wanted to make it all about mechanical devices, switches, rotating things and whirring machines. Our game doesn’t exactly have a precise historical setting, but it’s fair to say it isn’t modern day. This gives us some leeway with technology. It has to work, but it can look really old.

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Jack’s notebook!

The Aqueduct World is all about Buttons. Buttons are Nodes that do something when you step onto them. There are all kinds of Buttons, but the most basic Button does a thing every time you step on it, no matter how many times you step on it.

To show that off, Jack designed a Level (above) where the only way to cast shadows and move the light was with a single Button. In addition to that, there are Buttons near each light in the Level to turn them on and off. The proximity of the light to the Button it’s attached to is an intuitive connection. These Buttons work like regular domestic light switches too, so it’s a cheap way of using existing Player knowledge about the real world and transmuting it into knowledge of our game.

When a Level exists in this form, the only thing we can really do is discuss it. Jack will attempt to guide a very confused Frank through the mechanics of the Level. I’ll try to poke holes in it (literally, with my pencil) and find problems with the design. We’ve never shown these sketches to testers because it’s too high-level for them to understand. If we like the idea of the Level, Jack makes a grey box prototype of it in Unity for us to test.

 

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This Level doesn’t look too special yet, huh? Just wait!

Step 2: Make A Grey-Box Prototype Level

With a design solidified, now we’re ready to make a version of the Level that can be played and tested. It doesn’t need to look pretty yet, so we use basic template cubes to represent walkable space. Affectionately called grey box prototypes, this technique is how we prototype every Level in the game. Watch a video of me beating the Level below:

As you can see, it’s playable in this stage, and everything works. You can solve the puzzle, which means testers can assess the strength of our design. (We just tell them to ignore the visuals.) We brought this Level, in this format, to AwesomeCon 2017 looking for feedback from players. When we show grey box prototypes to people, we want to make sure they can complete the puzzle. More than that, we want to make sure that they solved it on purpose instead of just by brute force. If we get good feedback, we proceed to Step 3.

 

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Step 3: Draw Some Concept Art

This might seem backward, but this is the time when I draw a concept image of the Level. Why do I do this after the Level has been prototyped, and not before? It’s because Jack knows best which Nodes need to go where, and I don’t. I need to take cues from him about where everything must be, which often includes the actual length and width of shadow casting objects.

This is actually beneficial. It gives me good constraints to work with. I draw a paper sketch and say, “OK, if everything absolutely has to be in this location, what can I do with it? What makes sense for the setting [Aqueduct] whether it’s man-made or organic?” As you can see in the drawing, the following ideas have been spawned:

  • Obe should enter from a pipe (bottom right) to match the cutscene that plays directly before this Level.
  • The pillar now looks like it belongs – it’s a crumbling structural element of the Aqueduct, a man-made structure in disrepair.
  • The mechanism by which the lamp moves left to right is not just a magical back-and-forth switch. Now it’s a waterwheel! Why a wheel? Google “Noria”…
  • The lights need to look like actual man-made lights since they are powered by Buttons on the ground. Why not lamps?
  • There are stone pathways going horizontally that have crumbled over time. Those need to be repaired by shadows.
  • The bridges going vertically are metal grates that allow water to pass under them. This is an Aqueduct, we can’t just have standing water blocked in!
  • There’s a back wall with a door. I like to give the Player as many visual cues as possible that the finish line is an actual exit.

The concept art phase is another chance for us to critique the design. If we know the puzzle is good, but it produces an awkward-looking Level, we have the opportunity to reconfigure things. Perhaps the exit needs to be in a different place? Maybe objects should be closer or further apart? Now is the time to match the design to the intended context, the Aqueduct. Once I have good concept art to work from, I proceed to Step 4!

 

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Step 4: First Aesthetic Pass

Now it’s time to take that ugly grey box prototype (sorry Jack) and make it look and sound beautiful! I’m ready to apply my toolkit of Aqueduct paths, walls and bridges to the design. Once the art is laid down, Alba and Noah have their first chance to put some audio effects into the Level and set the mood. It makes a huge difference: now the Level doesn’t sound like it takes place in a silent death vacuum! Creepy chimes and rushing water converge to give the Level a sense of place. Here’s a video of it all in action:

The Level doesn’t look grey anymore! That’s awesome. But… it also doesn’t look finished, does it? This kind of art would pass for a student game or something in a game jam, but we want to be an App Store Editor’s Pick and win a ton of awards. That means the art needs to be worth the price people paid to download the game. It needs to be extraordinary! It needs to be… polished.

 

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Step 5: Aesthetic Polish

Polish is a game design term for taking your finished product and finishing it again so it’s even better – much like shining a shoe with shoe polish. You want to make your Level shine! If you’re making an island paradise, it needs to be the most relaxing paradise the player has ever experienced. If it’s a scummy slum in a city, you need to make that slum as dirty as possible. Everything needs to be pushed to the extreme.

My personal philosophy is that I want to turn every Level in the game into my favorite one. Obviously, I know that can’t happen. But at least while I’m working on it, I can take something boring and give it life. Speaking of which, this is usually where animation enters the picture.

animate (verb)

1530s, “to fill with boldness or courage,” from Latin animatus past participle of animare “give breath to,” also “to endow with a particular spirit, to give courage to, enliven,” from anima “life, breath”

Animation is the most time-consuming part of aesthetic design, and it requires a lot of setup as well. It makes sense for this to come last. But it’s definitely the most important artistic layer. Bad video games tend to feel frozen and stale: great games are always in motion, even when everything appears still. I think our modern brains are conditioned to assume that a screen containing no motion is frozen, as if the app crashed. If you look at games with a high level of polish (Blizzard’s Hearthstone comes to mind), there’s always something moving around to give the player the illusion of life. The goal of polish is to make your game appear to crackle with the spark of life. See for yourself:

Pretty different, huh? Our water shader adds some much needed liveliness to the water, and makes it feel like a rushing stream. Buttons now move and bounce under Obe’s weight. An animated glyph on the ground lets you know where you’ve just clicked. The lamp posts are now chains dangling from the ceiling, which lets them sway gently on a loop.

The other perk of animation is that it allows you to add a third sense to the game: touch (or, feel). In a very real sense, players can only experience your game using their eyes and ears. But if you do your job right as a game designer, certain elements in your game will make the player feel things. Have you ever gotten hit in a video game and exclaimed out loud “ow!” after seeing what happened to your avatar? You didn’t actually feel pain, but something about the experience was immersive enough that it made you connect with your character. That’s what polish is for. That’s how games rise to the top!

 

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forever and ever and ever and ever and ever and ever and ever

Step 6: You Never Finish, This Goes On Forever

Here’s the dirty little secret about my strategy for artistic polish: I’ll never be finished. I will never finish this game. I will work on this game every day until I am dead. It doesn’t even matter if I’m improving the artwork, even if I’m actively making everything worse I will never finish anything in this game.

Whoops! That’s not what I meant to say. Where was I?

Eventually, you need to stop working on a Level so you can move on. This is always a heartbreaking moment in game development. If I could choose any superpower, I would choose a very specific one – the ability to do things on my computer without time slipping through my fingers like grains of sand into an endless void.

[  . _ . ]

You have to move on so you can finish the rest of your game, so when do you do that? It’s at the point where your hours of input are only reaping very marginal gains. People won’t spend an eternity looking at your Levels, so you shouldn’t spend an eternity working on them either. If anything looks truly awful at launch, you can always sneakily patch in fixes that you missed. Just say you’re fixing bugs. and blame the programmer!

Besides, I can always improve the artwork again when we remaster Where Shadows Slumber for BlackBerry…

 


 

I’ve been working on this blog post for too long, and now my hours of writing input are reaping only marginal gains. Time to end this post. Thanks for looking at this inside scoop into our process! If you’re wondering why game development takes so long, imagine doing this for all 38 Levels in the game. That’s not even including the cutscenes…

Say, that gives me an idea for another blog post!

 

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We hope you enjoyed this deep dive into our development process. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter directly using the handle @GameRevenant, find us on Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

State of the Art – February 2018

Welcome to State Of The Art, February 2018 edition! This monthly* progress report is written by Frank DiCola and is focused entirely on how the game’s visuals have improved in the past month. If you are one of our beta testers, you’ve probably already seen this artwork firsthand. (Looking to sign up? Email me at contact@GameRevenant.com if you’re on iOS, or just go here to download if you’re on Android)

(*It’s been a while since I did one of these! We got so caught up in a bunch of year-end stuff with MAGFest 2018, I decided to wait until February to discuss the state of the game’s aesthetics. The good news is, this is a double helping of art updates!)

Without further excuses, let’s explore the major leaps forward we took since December!

 


 

 

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The Forest is Now Polished

Polish is a strange thing. You’re never really finished – you just keep making smaller and smaller increments towards perfection, never quite reaching it. Eventually you hit a point where the small changes aren’t worth it because they take too long and have very little payoff.

Check out this video of me walking through the game’s prologue:

The Forest is polished to the point where it’s worth polishing it! I only say that because there is an entire game still left to finish, so we can’t spend forever on the first few Levels. I will say though, I paid particular attention to these Levels because they are the first morsels of gameplay people will experience with Where Shadows Slumber. Leaving a bad impression here can permanently color people’s mental model of the game in a negative way, so it’s important to get it right.

 


 

 

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The Jail is Now Really Different

The next World in our “first time user experience” is a scary, lava filled jail where Obe has been taken prisoner. As he makes his escape, we teach the player about lights and the way they interact with shadows.

This World was quite difficult to get right. I still think some of it needs to be changed, but here’s where it’s at right now:

If you remember the blog post where I showed off the Jail World last time, you might be shocked to see that a lot has changed. I never liked the boxy, protruding walls I created for this World. It made it impossible to define complex shapes, and it cost a lot of polygons. As we polish the game, we also seek to optimize it, and that means giving your phones less information to compute each frame. Now the walls are much simpler, but still have a brutal “government building” quality to them.

Hopefully you support this drastic change! It’s the only World that’s undergoing such a dramatic shift, but I think it’s for the best.

 


 

 

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The City is Still Unfinished

To my great shame, the City World is still not polished. Some Levels (one in particular) don’t even look passable. That’s a problem I’ll try to rectify immediately, as the World is already late, even by our newly revised schedule.

What I can show you are two Levels still in polish-development, because I would like feedback from the general Game Revenant fanbase! Here’s the first City Level, called “Slum”, which got a big overhaul:

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And below is Level four in the City, called “Fountain”, which I don’t think I ever showed because it wasn’t in great shape. It’s still missing two key components that require very specific artwork: plants and statues for the fountain. Right now it looks very sterile, but this is supposed to be a luxury fountain / garden fit for a king! Check it out:

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This red color is a deep callback only diehard WSS fans will recognize [ ^_^]!

Comment below this post about these changes, please! This World needed a lot removed from it in order to look good. It had way too many colors before, as well as misleading stuff on the screen. It’s not done just yet, as I said, but it’s in way better shape.

 

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Spoilers Ahead

As we near the completion of the final game, I’m going to get a bit more secretive with these updates. I realize now that although some sections of the game look awesome, players may want to experience them for the first time inside the game instead of in a blog post. That doesn’t mean I’ll stop posting, but it does mean you can expect to see spoiler tags in these art posts from now on. I’m waiving that this time around since most of the updates are in the first 10 minutes of gameplay, but be warned!

In the future, read on at your own peril…

 

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We hope you enjoyed this update about the game’s artwork. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.