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  3. Devlog #3 - The creation process of a Risimon

Devlog #3 - The creation process of a Risimon

Risimons are the sheer core of our game. Far from being mere creatures, they are the physical manifestation of our disturbed minds. This devlog will show you the different steps of their conception process!

The lucky woman who’s going to accompany us throughout this devlog is none other than Elecstasy! And she’s just as excited as you are ...

Let’s start with the first concept art addressing the specification.



Once all the criteria are met :nerd:, we move on to the pre-rendering phase!
It is a simplified version, yet as close as possible to the final visual, confirming the color shades to guide the pixel artist. The pre-render also includes the Risimon’s back.



Upon validation, the pre-render is delivered to our pixel art Michelangelo, along with a few animation instructions to bring life to the Risimon.

The animation of a Risimon consists of 3 sequences:
- A Stand: the main part of the animation, relatively still.
- A Blink: an alternative to the Stand, adding a bit of variety to the looping animation.
- A Bonus: an animation that highlights the unique trait of the Risimon — with a touch of humor, weirdness, cuteness, or gore). This animation triggers less frequently and is the one you’ll see when the risicube opens.

The animation of the Risimon shown from the back follows the same sequence, but without the Bonus animation.

On average, 200 sprites are necessary to produce the front and back animations of a single creature, and there are 201 Risimons in total!



It's the sequence of all these steps that allows you to appreciate the final result. Without further ado: Elecstasy!



To truly infuse those lovely creatures with a soul, our musicians assign the Risimon a unique cry that you'll hear when it enters the battle!

We hope this little devlog helps you appreciate the game and the work done by our teams!