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 youβll like.
In today's post Iβm going to talk about the
Art of Last Time I Saw You and the references Iβve been working with while creating Ayumiβs 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 wasnβt 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! π
.Juan