1. 9 Clues: The Secret of Serpent Creek
  2. News

9 Clues: The Secret of Serpent Creek News

Q&A with Irony Curtain Team!

Comrades,

Usually, d̶i̶c̶t̶a̶t̶o̶r̶s benevolent Fathers of a Nation don’t tend to answer questions – they ask them!

But today the tables turn – go ahead and ❓ask anything❓: the Irony Curtain dev Team will answer all your conundrums in an Irony Q&A!

Ask away in the comments below and at the beginning of February we'll answer them all in a Q&A video. 🎥

Meanwhile, don't forget to add Irony Curtain to your wishlist!

The creative process behind creating the locations in Irony Curtain



This time we’d like to acquaint you with the creative process that goes into creating the scenes in the game. Here, for example, we have one of the first locations in the game – the conference Evan attends in order to present a speech on Matryoshka.

If you'd like to support the game, don't forget to add Irony Curtain to wishlist!



1. First off, we begin with a very rough concept art - mapping out the placement of active elements of the scene (the interactive parts that will contain moving objects), and on this, we build the gameplay (with placeholder dialogues and text and placeholder screens instead of minigames). This is usually the fastest part of the process. If we don’t like it or something doesn’t play out quite as well, we re-do parts of it until everything fits the way we want it to.


PS. Drawing each location out by hand means, that we have concept arts for each and every location in the game! Would you like to see them as bonus material?


2. After the sketch is completed we create a mood board, which sets the color schemes for all locations (we wanted it to not only be cohesive throughout the whole game but also reflect the passing of time – morning, afternoon, evening, etc). This is possible thanks to the “macrolocation” system we have – once you go through a set of locations you will not return to them again, so we can give you this sense of passing time.



3. Based on the concept we then proceed to fill in the details – this leads us to a complete lineart. A lineart is (just like the name suggests) a picture that has only the outlines, usually in black. If you haven’t seen one, it resembles a page taken out of a child’s coloring book.




4. When we’re happy with the result we create a color palette from the mood board and roughly place them on the lineart. At this stage, we check out if everything works together – if the scene conveys what we wanted to say and if it’s also pleasant for the eye.



5. Then come the flat colors – literally filling in the line art with flat colors. Just one color layer, no shadows, no color blending. You could think of it as colorful paper cutouts placed on the lineart.



6. The second-to-last step is creating all the shading, light reflections, and all small details that will make-or-break the picture, bringing it to life and helping us tell a story even before there’s a single word spoken or even before we introduce any of the main characters.

7. Then, of course, with games comes the step of creating the animations, different states of interactive elements (etc. closed/open doors), etc. But that’s a different part of this tale.

So, did you enjoy this little tour? Would you like to see more from Irony Curtain?

The Giants wake up!

Add the game to your wishlist and stay updated!




In the world built on the shoulders of sleeping giants, join your sister Adrianne to prevent a terrifying annihilation that may irreversibly change the world. Explore the history of a forgotten civilisation to save the citizens of Skyland and reveal the mystery of your father's death.

Skyland: Heart Of The Mountain will be available at a discount for 7 days after the launch.

https://store.steampowered.com/app/949800/Skyland_Heart_of_the_Mountain/

Help the charity with Irony Curtain & My Brother Rabbit!



There are very few things as great as the Matryoshkan Nation - but The Great Orchestra of Christmas Charity - WOŚP - is definitely one of them. It's a Polish charity dedicated to improving medical care for the youngest and oldest patients - if you'd like you can read more about them at the English WOŚP website.

Long story short - for 27 years now they have been running a fundraiser in order to help provide equipment to hospitals, improve neonatological and senior patient care and even provide CPR lessons in schools. In that time the organization has raised 825 million PLN - that is roughly 198 million EUR!

This year we have decided to join this grand cause by submitting two auctions featuring unique and interesting items, which you will not find anywhere else.


You can bid on two auctions - one is My Brother Rabbit themed, the other is all about Irony Curtain:

1. IRONY CURTAIN AUCTION



You get:

  • a guided communism-themed tour in Krakow, Poland in the company of the developers of Irony Curtain
  • the Irony Curtain game (when it's out)
  • all and every Irony Curtain gadget ever produced and ever to be produced
  • a deerstalker-type hat called ushanka with an Irony Curtain Pin
  • Matryoshkan flag, 90cmx120cm
  • two Irony Curtain matryoshka cups


as a bonus - eternal glory and the approval of the Supreme Leader of Matryoshka!

2. MY BROTHER RABBIT AUCTION


You get:

  • the My Brother Rabbit game
  • a plushie, artbook with a dedication from the whole team
  • a studio visit and an opportunity to attend a creative workshop with MBR lead artist Łukasz Sałata
  • all Artifex Mundi games for Steam
  • a limited, box edition of the game


All auctions run till Jan 21st, 12:15:10!

Join in today and become a proud supporter of WOŚP! There are many awesome rewards to gain, but the biggest one is supporting a good cause!

Why we've changed the art style of Irony Curtain?


Comrades!

Some time ago we showed you how Irony Curtain looked in the early prototype phase and how it looks like now.

Today we’d like to talk a little bit more about the reasons behind the change and the whole creative process. It’s no doubt that Irony Curtain came a long way from the times when it was just a prototype called simply ‘Matryoshka’.

There are three main reasons why we’ve decided to simplify the art style:

1. The previous style looked great but it didn’t play well


The ‘before’ screenshots we’ve shown are undoubtedly the ones that look brilliant – detailed backgrounds, vibrant colours and original characters. And that’s the whole point. It looked awesome on static graphics but the puzzles and navigating through the level seemed frustrating just BECAUSE of all those things. When everything is so detailed every object fights for your attention so it feels like pixel hunting all the time. It is crucial for us to have the best possible gameplay without any frustrations – and unfortunately, the previous style caused a lot of it.

One of Irony Curtain's minigames: the very detailed BEFORE (left) version and simpler AFTER (right) version




2. We’ve changed the way we animate characters


The characters in the early prototype we've were made with a technique called cutout animation, a form of stop-motion animation that uses flat objects (think about the paper theatre that you’ve probably played as a child) . Right now Evan and other characters from the game are animated in a traditional stop-motion way that requires simpler textures on the models. And simpler textures mean simpler art style everywhere in order to keep the project consistent.

BEFORE:




AFTER:




3. We want the art style to be a part of how we tell the story


When Evan first arrives at the Leader’s Heart Hotel, he’s overwhelmed by its monumentality and splendor. The location should reflect that, so we’ve decided to add a lot of empty space and make the character look really small in comparison to the building. There are locations in the game that didn’t change that much though (e.g., Evan’s bathroom in the hotel room), we’ve only adjusted them to the current style of the game.

BEFORE:


AFTER:




In the next episode of Behind Irony Curtain, we’ll show you the creative process behind creating the locations in Irony Curtain. Stay tuned!