Devlog #4 - Evolution of Art & Design
[h2]Hello hello, Peanut here!
Hope you’re doing well, friends! I’m here with Tell Me Your Story’s Devlog #4 – Evolution of Art & Design! Let’s take a trip down memory lane 🛣[/h2]

There were many sources of inspiration for both the artwork and design of Tell Me Your Story. Some of them were games like A Little To The Left, Florence, or Venba, aesthetics, and animated movies. Rose and Amelia looked very different before they settled on their present style – for example, Amelia had much longer hair. The artwork itself also underwent revisions – choosing the best possible lineart and adjusting colors only sounds easy, in reality, there were multiple versions of it, which were supposed to tailor the overall experience.

When it comes to level design (which is very much art-related as well), TMYS used to be more abstract. The levels were less organising-related and more symbolic of Rose and Amelia’s relationship and memories. What you can see in trailers, teasers, and the demo itself is much more story-focused and overall clearer as to what you’re supposed to do. The puzzles went through mock-ups and test assets before they became clear and ready to be solved or moved around.

One of the devs’ favorite levels to design was the Foxtrot lesson led by the one and only Grandma Rose! Moreover, all the steps. From those, you can learn how to dance Foxtrot, and genuinely, Grandma Rose is a great teacher. The “learning something new” aspect of Tell Me Your Story is reused throughout the game; both in the cooking lessons as well as Foxtrot. It’s supposed to be quick, simple, and easy things, but fun both in-game and in real life.
Bonus fun fact: little old me here used to be called Paco, but I was the same corgi doggo through and through 🐶

Now we will take a quick look at things that didn’t make the cut - but were just as exciting!
A player-made scrapbook – like the one Amelia has, but was more customizable 📖
Paper planes – more of a mature and poetic perspective on adventures and thoughts ✈
Canceled levels – the greenhouse by Grandma Rose’s house and a trip to Egypt (the latter was switched around with an adventure in the Amazon Forest) 🌱
[h3] And with that, we went through the Evolution of Art & Design for Tell Me Your Story – it was an adventure by itself. It’s wonderful to see what the team has been up to and how TMYS changed as time went by.
If you want to try out the game and send over your feedback – Tell me Your Story has its own demo with an itty bitty survey at the end. Let’s tell a story together, shall we? 🐾
Wait. I think the developers are cooking something 👀 I can smell goodies, which means it’s time for…
Toodaloo, friends! We will see each other in the next Devlog for Tell Me Your Story! [/h3]
https://store.steampowered.com/app/1415570/Tell_Me_Your_Story/
Hope you’re doing well, friends! I’m here with Tell Me Your Story’s Devlog #4 – Evolution of Art & Design! Let’s take a trip down memory lane 🛣[/h2]

There were many sources of inspiration for both the artwork and design of Tell Me Your Story. Some of them were games like A Little To The Left, Florence, or Venba, aesthetics, and animated movies. Rose and Amelia looked very different before they settled on their present style – for example, Amelia had much longer hair. The artwork itself also underwent revisions – choosing the best possible lineart and adjusting colors only sounds easy, in reality, there were multiple versions of it, which were supposed to tailor the overall experience.

When it comes to level design (which is very much art-related as well), TMYS used to be more abstract. The levels were less organising-related and more symbolic of Rose and Amelia’s relationship and memories. What you can see in trailers, teasers, and the demo itself is much more story-focused and overall clearer as to what you’re supposed to do. The puzzles went through mock-ups and test assets before they became clear and ready to be solved or moved around.

One of the devs’ favorite levels to design was the Foxtrot lesson led by the one and only Grandma Rose! Moreover, all the steps. From those, you can learn how to dance Foxtrot, and genuinely, Grandma Rose is a great teacher. The “learning something new” aspect of Tell Me Your Story is reused throughout the game; both in the cooking lessons as well as Foxtrot. It’s supposed to be quick, simple, and easy things, but fun both in-game and in real life.
Bonus fun fact: little old me here used to be called Paco, but I was the same corgi doggo through and through 🐶

Now we will take a quick look at things that didn’t make the cut - but were just as exciting!
A player-made scrapbook – like the one Amelia has, but was more customizable 📖
Paper planes – more of a mature and poetic perspective on adventures and thoughts ✈
Canceled levels – the greenhouse by Grandma Rose’s house and a trip to Egypt (the latter was switched around with an adventure in the Amazon Forest) 🌱
[h3] And with that, we went through the Evolution of Art & Design for Tell Me Your Story – it was an adventure by itself. It’s wonderful to see what the team has been up to and how TMYS changed as time went by.
If you want to try out the game and send over your feedback – Tell me Your Story has its own demo with an itty bitty survey at the end. Let’s tell a story together, shall we? 🐾
Wait. I think the developers are cooking something 👀 I can smell goodies, which means it’s time for…
Toodaloo, friends! We will see each other in the next Devlog for Tell Me Your Story! [/h3]
https://store.steampowered.com/app/1415570/Tell_Me_Your_Story/