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LTISY DevLog #4

Hello everyone!

In today's post I'm going to talk about the animations of Last Time I Saw You, which have been animated frame by frame following the standards of traditional animation. There are many ways to do 2D animation. In fact, during my previous work, I did some skeletal animation using a software called Spine, which allows you to animate 2D images as if they were 3D to give them a very special look (I'm sure you've seen this type of animation in many mobile games). But for Last Time I Saw You, because of the 90's anime references I was following, I decided to go with a traditional frame by frame approach like the movies I was getting inspiration from.

Animating frame by frame is a long - and sometimes tedious - process, but it gives some very unique and charming results. If animated well, all sorts of emotions can be conveyed with traditional animation. Just look at Ghibli and Disney films to see what I mean!

The workflow is as follows: First, the animation team adapts my character designs so that they can be more easily animated (basically redrawing shapes and simplifying some elements without losing the soul of the character). Then, following my guidelines, they make what is called a β€œrough”, basically the "sketch" of the animation. Here is an example.


Once approved, they make the intercalations and then clean it, reaching what is commonly referred as the Tie Down phase. Here the shadow areas are also marked so they can be better understood when coloring it later.


Finally, they complete it by adding color, shadows and finishing touches. In many movies and in some games, like Cuphead, all of this is made by pencil on paper and then digitally scanned. However, in Last Time I Saw You we made it from the start using an animation software called Toon Boom. As you can see it’s quite a slow and complicated process, but the final results are really lovely!


And that's how we animated the game! I hope you liked this little introduction to 2D animation. What are your favorite animated movies or animes? Leave them in the comments!

In the next post I will talk about the music of Last Time I Saw You, who composed it and what references we used.

Until next time! 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/

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!

[previewyoutube][/previewyoutube]
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