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Last Time I Saw You News

REPLAY: Exclusive Ludonarracon 2024 Developer Preview

This is a replay of the LudoNarraCon stream.

Hi there!

In this broadcast I will take you through a previously-unseen section of Last Time I Saw You and answer any questions you may have.

Post your questions via the Maboroshi Discord server, in the comments of this post or send them via Twitter or by the email form of the studio website. The video will be recorded before posting it, so be sure to send them before the May 3!

See you soon! πŸ’™
.Juan


[h3]Make sure to wishlist and follow Last Time I Saw You!πŸ’™[/h3]
https://store.steampowered.com/app/1909750/Last_Time_I_Saw_You/

Exclusive Ludonarracon 2024 Developer Preview

Hi there!

In this broadcast I will take you through a previously-unseen section of Last Time I Saw You and answer any questions you may have.

Post your questions via the Maboroshi Discord server, in the comments of this post or send them via Twitter or by the email form of the studio website. The video will be recorded before posting it, so be sure to send them before the May 3!

See you soon! πŸ’™
.Juan


[h3]Make sure to wishlist and follow Last Time I Saw You!πŸ’™[/h3]
https://store.steampowered.com/app/1909750/Last_Time_I_Saw_You/

Last Time I Saw You - LudoNarracon 2024

Hey hey!

I am very excited to announce that Last Time I Saw You will participate in LudoNarraCon 2024!

LudoNarraCon is an annual digital event, made by the indie publisher Fellow Traveler, for people who are into narrative games. Apart from us, they'll be showcasing many other wonderful games with a strong narrative component. Take a look at the their official selection panel to see some of the big names we'll be sharing the spotlight with!


The event will take place on Steam from May 9 - 13 2024 and will feature many livestreams and talks by various developers. In my case, I'll be uploading a commented gameplay to Steam, where I'll be talking about the game while showing you some parts a bit further into the story with new characters that you may have briefly seen in the last trailer πŸ‘€

Q&A Time!


I'd also love to do a Q&A during the gameplay, so I'd like to ask you to send me all the questions you may have about the game so I can answer them while playing 😊 The best way would be to receive them via the Maboroshi Discord server, but you can also write them in the comments of this post or send them via Twitter or by the email form of the studio website.

Feel free to ask anything you want about the game, about Maboroshi or even about myself and my journey as a game developer living in Japan.

Oh! And be sure to send them before May 3 as I need some time to properly record and upload the video!


Being part of this event really is a great opportunity to reach more people, so I am very happy to have been selected. It really is a great achievement! So let's enjoy it together! πŸ₯³

I'll be waiting for your questions! πŸ’™
.Juan

[h3]Make sure to wishlist and follow Last Time I Saw You!πŸ’™[/h3]
https://store.steampowered.com/app/1909750/Last_Time_I_Saw_You/

LTISY DevLog #3

Hello everyone!

Busy days! We are getting very close to finishing the development of Last Time I Saw You, so while you are still waiting I decided to bring you a new DevLog that I hope you’ll like.

In today's post I’m going to talk about the Art of Last Time I Saw You and the references I’ve been working with while creating Ayumi’s world.

When I had the idea to start developing a game on my own, I was working as an art director at a company in Japan that focused on the localization and development of video games. Thanks to Yume Nikki: Dream Diary, the project that the team I was working with and I had just finished, I had the opportunity to learn how Unity works and the processes to follow when creating a game and bringing its development to completion.

I had the experience of having worked on a 3D game, although somewhat limited at that time, so I decided to play it safe and rely on what I already knew how to do best, which was to draw. For this reason I decided that Last Time I Saw You would be a 2D game drawn by me, since I would have more control over the final product and, by doing most of the artistic and visual tasks myself, I would reduce production costs considerably.

Once I had decided this, it was time to establish an artistic style. This is very important, as it will be the hallmark of the game. At that time, I was very interested in photorealism and photobashing techniques, which basically involves creating pieces by assembling various photo references and painting on top. The concepts of Yume Nikki: Dream Diary were actually made using this technique. Here you have some examples:

Early concept images that I made for Yume Nikki: Dream Diary, developed by Active Gaming Media.

This style is usually used mainly in the concept art phase, but it has also appeared in some games as final art, being one of them Detention, by RedCandleGames. I really liked it and I was trying to get better at it, but the truth is that it wasn’t fitting very well with the story I wanted to tell with Last Time I Saw You.

Photobashing technique in Detention, developed by RedCandleGames.

It was then when I decided to get out of my comfort zone and started to try something new, something similar to Studio Ghibli and the anime from the 80s and 90s. In particular, it was the movie Only Yesterday, by Isao Takahata, that began to guide me towards a more defined and personal style. This, together with Makoto Shinkai's use of light and flares were the references that defined the direction I was going to take for Last Time I Saw You.

Background paintings by Kazuo Oga for Only Yesterday (1991), dir. Isao Takahata, Studio Ghibli.

Your Name (2016), dir. Makoto Shinkai, CoMix Wave Films.

Once I had practiced and defined this style enough, I started to draw backgrounds in Photoshop, following a polishing process until I ended up with the desired style.

Creation process of Ayumi's Living Room while setting the art style of the game.

And this is basically the creative and thought process I had in order to establish the art style of Last Time I Saw You! From time to time I still use photos as textures and then paint on top, but at the end I try to make it as hand-drawn as possible.

So I hope you liked this post and that you have learned a little more of the ins and outs of Last Time I Saw You. Let me know in the comments if you would like to know more about any of these techniques in particular!

In the next post I will talk about the animation process of our characters, which is also handmade!

Until next time! πŸ’™
.Juan

LTISY DevLog #2

Hello everyone!

In today's post I’m going to talk about the creation process behind our protagonist Ayumi. Just like in the game, the idea of making Last Time I Saw You started with a typhoon. An emotional and physical typhoon that hit Osaka (where I live) in 2018. And about the emotional part… we'll talk about that in another post πŸ˜‰

This typhoon, named Jebi, created a great deal of destruction around me, even destroying the bridge leading to the Kansai airport, cutting the city off from the rest of the world for several days. Seeing my surroundings altered overnight made me reflect on the ephemerality of things. I knew that rain and wind were going to play a very important role in Last Time I Saw You, and so our protagonist had to be properly dressed for the occasion.

The chaos left by the typhoon in the park next to where I used to work at the time.

For this reason, and because the game takes place in autumn, Ayumi's design had to involve rain clothes, raincoats, rain boots, etc. We took paper and pencil and made the first sketches.


I knew I wanted him to wear a poncho-like raincoat, since I like the shape of them, so the design was defined as I went in that direction. Once I decided on the clothes, I wanted him to carry a weapon. Since this is a narrative game with some action elements, having a weapon with which to interact with the environment gives the gameplay some variety and appeal.

Being a young boy, I decided that the most natural thing would be for him to carry a baseball bat, something that could also be a small reference to Earthbound.


I already had the idea, but it needed to be defined. The sketches were good, but such a character would have been too difficult to animate, so, based on the basic designs, we worked on a more polished version, with more defined proportions, so that the animators could bring it to life without much hassle.


Those who know Japanese may have noticed that Ayumi is originally a girl's name. The male version would be Ayumu, but as with other names, like for example Hikaru, it is possible (though not common) to find the name Ayumi applied to boys. I really liked this ambiguity and it gives the character a special identity trait. Feeling disconnected with his surroundings, wanting to know more and having a special name make for a unique blend in Ayumi.

And this is how Ayumi was created! In our next post I will talk about the art style of the game and what movies and games inspired me.

Would you like me to talk about a specific character in future posts? If you want to meet them yourself, the demo is available for download right now on our Steam page!

Until next time! πŸ’™
.Juan