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Dev Blog : FX in Martha Is Dead – Part 2

Hello again Martha fans! It's time for another behind the scenes look at development, this time with part 2 of our visual FX focus, once again written by Lorenzo Cardile from LKA.

We'll be taking a look at how the mysterious White Lady from the lake was given her ethereal appearance, and then a small peak at how the worms quite literally turn. Enjoy!



[h2]Smoke On The Water[/h2]

Let’s go on to talk about particle effects!

Creating the smoke seen amongst the White Lady was a challenge. We knew what kind of effect we wanted but it was tricky to get right. An effect was needed that would render the aura of mysticism and ephemeralness of the Lady; I did a lot of rehearsals without success.

Using Niagara, the first attempt was to make the mesh emit a lot of GPU particles. These particles had to be the same colour as the vertex from which they were to be emitted from, in such a way as to simulate a kind of trail using the curl noise node. I helped myself by dividing the linear trail to give it a smokier effect, similar to the movement of smoke from a cigarette.

We immediately realized that we didn't like the result, where there was more density of vertices there were more particles, so her head was full due to the hair, while other areas such as shoulders and arms were practically empty.

In an attempt to make the effect better, I added some particle systems that emitted from the empty areas of the mesh, but even then, we didn't like the result at all. By removing the very first effect I created which was emitted from the whole body and then adding other emitters instead, the result already seemed more in line with what we wanted.

I tried adding a map on the refraction channel which improved the result a lot, the model even occasionally disappears and reappears thanks to the refraction map which was exactly what we were trying to achieve!

In the end we were undecided which system to use. In some scenes the version in which involved the whole body emitted worked better, in others it worked well when there were only the specific emitters. In the end we optimized everything by lowering the size of the textures and we used both solutions by dosing them according to the scenes.

Finally, I tried to make a flipbook (a texture that contains a series of looped images, that if run one after the other, simulates an animation) using Houdini by mixing a smoke effect and a fire effect. Applying it to the material of the emitters, the result that was unnerving with an even deeper break in the reflections and an interesting play of colours and opacity. So thus, the key to the White Lady's smoke was born!



[h2]As The Worm Turns[/h2]

As a teaser for the final part of my trilogy of blogs focusing on FX, let’s completely change area of focus and talk about… the maggots which appear on Martha's corpse!
For the maggots, the pipeline was quite simple. Using Maya I modelled a cylindrical ‘worm’-like shape, I then created some horizontal extra loops and scaled them to achieve that classic maggot texture seen on their bodies. This would be familiar to those who like to go fishing! I then applied a ramp to create the classic colours of the worm finishing the model, time to switch to the rig.



To give some variety I created three different versions of the worms and therefore three different rigs as well. The first which allowed the worm to move in a serpentine manner, the second which allowed it to twist at both ends and then finally another that could do a mixture of both animations.

I animated them and then inserted them into the game (In a scene which won’t be available until the games release). The result is really disgusting to say the least!

If you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Dev Blog : FX in Martha Is Dead – Part 1

Hello again and welcome to the latest Dev Blog for Martha Is Dead, last week we shared the story of how Gronkh streaming the game made Achims heart pound! Take a quick scroll back to catch up if you haven't already!

This week we have an in depth look at the creation of some of the stunning visuals in the game - supplied by the talented Lorenzo Cardile, one of the 3D artists at LKA!

This is the first in a multi part series of blogs looking at the visuals of the game and techniques used, so please feel free to comment with any questions you might have, and we'll cover them in future updates!

Without further ado - I hand you over to Lorenzo!



Ciao! My name is Lorenzo Cardile, I am a 3D artist at LKA working on Martha is Dead. My Job within the group is primarily to take care of the game's FX. There are many graphical effects within Martha Is Dead that mainly serve to make the environment richer and more alive when combined with SFX.

If you imagine walking in a forest for example, numerous elements should come to mind… All of those insects… the leaves that fall… water that flows… the dust that moves under the weight of a step. There are many microelements that we often ignore in life but when they are absent, we feel a sense of emptiness. One of these particular effects that I have created is a flock of birds and I'd love to tell you about it.

First of all, it was essential to find birds that could actually be found in Tuscany (The games setting), but also a species which would be common to see flying in August. I wanted to create those beautiful movements that flocks make when they turn, that kind of synchronized dance that makes them all move as one.

So, I tried to find a way to reproduce a bird or silhouette at the lowest polygon count and with the smallest texture possible. These birds are to be seen from far away and I don’t need to worry about the player seeing them up close. The photo camera accessible to the player is of a period which cannot zoom in like our smartphones can today!
Once the mesh and texture was made, it was time for the shader. We chose to use Niagara to create our effects and not wanting to weigh it down too much, I chose to animate the bird's wings directly from its material, not by creating a skeletal mesh. I did this by connecting the world position offset channel with a black and white gradient that inverted the colours when asked.



By doing it this way I was able to make the rhythm of its wing beat parametrically.
As one bird was now created, a system was needed where the bird is duplicated and made to behave like a real flock.
By using Niagara, I created the classic spawn nodes, substituted the mesh for the particle and created two points of attraction of the particles that were able to move in a random way. The effect wasn’t bad… if the intent was to launch these birds into space!

The motion they produced and the force of attraction meant that after a certain period of time, they acquired such a force as to make them end up both underground and in a distant galaxy! – So a limit was required.



So I limited the area of movement of the attractive fulcrums to a much narrower area, and increased the resistance with the air so that the flock never reached the speed of sound.
I made two instances of the flock to create a little more variation and scattered them around. The result seemed satisfactory to me, what do you think? …





With this newly created system, I was able to duplicate it which helped me to create other similar effects; such as gnats and moths that go around the street lamps at night and the insects that wander in the woods.

Obviously I had to make some changes. For the moths and night flies it was not necessary to create all of the variations of directions, so I simply exploited the point of attraction system. Animating the velocity of the particles with a sine curve meant that I always kept them close to the fulcrum, I also created some variation by simulating the wind slightly and breaking their trajectory with a curl noise.
These nodes, working in synergy with the point of attraction and the vortex velocity, perfectly simulate the chaotic and rambling movement that midges do around summer street lamps in real life.



I used a very similar expedient to create woodland insects such as blow flies but with less chaos. In this case the player is very likely to see the particles up close so I once again had to take advantage of the static mesh. Their wings are animated in the same way as birds, with an animated black and white gradient that acts on the world position offset pin of the material, all at the lowest resolution textures possible (To maintain performance).



Pretty fascinating right? And another reinforcement as to the intense attention to detail that LKA are putting into the smallest of things within the game that really makes Martha stand out from the crowd!

If you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Dev Blog : Gronkh made us do it!

Hello again, we hope you enjoyed our dev blog update last week where Luca took some time to go through the reactions to the Martha Demo and shared some insight into the development process of putting it together!

This week we have an anecdote from Achim Heidelauf, the Creative Producer behind the game - who upon seeing well known content creator Gronkh streaming the demo, recalled a hair raising encounter from the past, and his thoughts on watching him explore Tuscany for the first time. Enjoy!



[h2]The Rod To Gamescom[/h2]

I haven’t met Gronkh often, but one of the occasions I did really stuck in my mind:
When a mutual friend of ours, let’s call him Mr. P., one of the nicest German game writers, drunkenly jumped onto a decorative, massively huge sewing machine (yes, you heard it right*** ) at a Gamescom industry party, I couldn’t forget the face Gronkh made in sheer terror. Because that sewing machine had this long, rusty rod sticking out of it and Mr. P. jumped exactly onto that and the rod immediately fully drilled through his foot.

Carnage, I tell you. But luckily Mr. P. was so drunk, that he either didn’t really realize or even perhaps enjoyed the feeling?!

Anyway, the face that Gronkh made in that moment must be pretty close to my expression when I watched him stream the Martha Is Dead Demo, recently. But not just for seconds – that sheer terror was baked into my face for perhaps half an hour? It felt like two lifetimes.

After patiently listening to cooking ideas and noodle preferences discussed between Gronkh and his following, the time had finally come for him to kick off his Martha Is Dead stream. Exciting! And I always enjoy listening to him, and personally, I like Gronkh a lot, so that was something to look forward to.



[h2]Home Comforts[/h2]

But then Murphy’s Law kicked in, in full effect.
I did not mind so much that Gronkh somehow decided to not leave Martha’s and Giulia’s bedroom for a long time. I mean a loooong time. That just spoke for its visual detail and that feeling of exploration in games is something we all enjoy anyway. So, after a few minutes he decided to go down the stairs of that dreamy, atmospheric place Giulia is living in with her parents. No Martha there, as Martha is dead. D’oh.



Then the horrors started.
Erich K., Giulia’s Papa (aka Udo K. – Mr. Udo Kier, one of my true heroes, acting the role) left a camera on the kitchen table for Giulia to go out and take photos with. So, yeah, Gronkh took the camera. And decided to not leave the house. Like forever.



He missed a tutorial message thing that we had included, rather sloppily (yes, we have learned from all this). With the camera in his hands, Gronkh did the perhaps obvious: to not waste time and try to take photos right away.

The open door into Martha’s world, just in front of him, sunbeams streaming into the house, was still not invitation enough for him to leave the house. So, let’s take photos of the newspaper, let’s go back upstairs, all the way back to the bedroom we had spent a long time in already, to shoot photos there. Perhaps one out of the window, showing the landscape and wonderful weather, that is just waiting for you to come, come, come outside! 😊



[h2]Free As A Bird[/h2]

So, now Gronkh headed back down into the breakfast room. Towards the open door! Yes! And now a hard right turn into the other part of the house. Indeed not outside, no, no, let’s see more of that house and perhaps take more photos there.

At the moment when Martha’s corpse in the coffin in the living room (that’s what you got in Italy at that time – dead people in living rooms) totally surprised Gronkh when he turned around, I started getting really tense. It got frustrating to see the obvious trap that we had not thought about when creating the demo. If the game doesn’t give you a much clearer hint at that time that leads you towards a little cute bird just right outside the house, that is just waiiiiting to be photographed by you, then all this can happen.

And Gronkh is the last person to blame. In fact I’d like to thank him for this, as it really made us adjust and polish quite a few things regarding that part of that chapter of the game. It is now much better, thanks to Gronkh and him insisting to not go into the sunlight and rather stay inside and hang out with a corpse. He just seems to like that more! (okay okay, yes, I am still frustrated too, obviously.. haha!!).



Now Gronkh finally left the house. …ah, no, he actually did not… He walked back towards that door with the sunli.. you know you know… and then stopped. Turned right. Looked at the stairs to the basement and that was the moment I started screaming at the tablet I was watching the stream on.
“No Gronkh, NOT THE STAIRS!!!”. Although I did scream loud, yes, he did not listen. He went down into the basement. Nice red room there for photos to develop that Gronkh did not have yet!! And then, a long dark corridor, a wine storage, to stumble through and go towards the OTHER exit of the house.

The exit that normally is closed at that point in the story. But we had to open it for the demo, as gameplay is different there. And THAT gave me the final kick-in-my-face. When Gronkh finally left the house, but through the frikkin’ basement, while the little tiny cute bird is still waiting elsewhere, I knew this was probably the most confusing kind of experience his viewers had in quite a long time, but hopefully it was not frustrating for them to watch.



I had to stop watching at that point. Seriously -- if I would have continued at that point, I would have probably gotten a heart attack or some trauma or something. So I decided to save myself and switch off and then rewatch the entire piece in the safety of being able to fast forward.
And I did. And actually I got the impression that nobody really cared that much about all this. The comments were very positive. And Gronkh spoke nicely about the game and was definitely impressed by it. He loved the visual style and the music and sound atmosphere. And he was certainly shocked by the scenes that should shock you.
I mean, just LOOK AT HIM! :)



We have addressed all this in the meantime and have added a few more polished details to these described scenes as well.
So, thanks, Gronkh, for this experience! Looking forward to our next meet – hopefully live and without Mr. P. causing a bloody carnage.

Yours truly
Achim Heidelauf – aka Creative Producer, Martha Is Dead, @ Wired Productions



***It looked a bit like this, just more rusty: :)



So there you go, a little insight into the train of thought behind game creatives watching well known influencers display their games to the masses for the first time - and maybe a new found anxiety of sewing machines...

If you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Reddit | Wired Imgur

Martha Is Dead - Post Demo Dev Blog

It's been just over a week since the end our Martha Is Dead NEXT Fest demo. Here LKA founder Luca Dalcò shares his thoughts and musings over the challenges of creating a demo for a game like Martha - and how the studio felt watching people play for the very first time! Enjoy!



[h2]The Pitch[/h2]

Marketing: “We need a demo for Martha Is Dead”.
Me: “Great. It's been talked about for a long time, when is it needed?”
Marketing: “In 3 weeks.”
...
Me: “3 weeks?!
...
Me: **Panic**

We've been talking about a demo for a while, but as it sometimes happens, the sudden rush comes and we just need to get it done.

But… How can I deliver the news to the team?

Me: **A long sigh**
Me: **Another long sigh**

Me: “Okay... a meeting with LKA... let’s begin



One gets nervous, another thinks about changing jobs and the others are unusually silent. In the end, we have the team together - We’re ready.

The marketing team is never entirely happy, every now and then you have to lovingly ignore them and move on. They have too many ideas for my taste!
We're sure they'll end up happy, because the final product is great, but communicating thoroughly takes time and that’s what we don't have… Time.

Me: “But they trust us.”

Trust between LKA and Wired is one of those things that never fails!

[h2]Brick by brick
[/h2]
We identified a few chapters to be included in the demo that didn’t exactly follow the beginning of the game. Simply because taking the first few chapters wouldn’t have represented the game well by itself.

Martha Is Dead is a game with many different attributes, our goal with the demo was to show as many of them as possible without giving too much away. To make it clear that there are guided moments as opposed to moments of complete freedom.

We also decided to add a scene that didn't exist yet, we utilised the puppets which are a key mechanic of the full game.... alright... let's be honest, we didn't think of adding it, Marketing did and you can't always say “no”! We did however decide to add it as a non-interactive scene. Interactivity requires testing and polishing which requires precious time. 3 weeks really is too tight.



3 weeks in game development is nothing. Just a small glass in a big lake.

A new scene of the type we want to requires at the least:
  • An outlined idea
  • Develop concept from the idea
  • Drafts of written texts
  • A full script based on those drafts
  • Many new assets required including 3D models, animation, voice, music, drawings.
  • Polishing of the 3D and animation assets that require more time.
  • Carry out the script using a storyboard
  • Define the necessary illustrations for each scenarios
  • Start realizing the drawings
  • Write the final script
  • Work on sound fx and music
  • Translate the texts
  • Record the voices

Last but not least and the most important - stop members of the development team and marketing guys from getting any more ideas!

It's been 3 weeks of lack of sleep, many things that could have gone wrong... did go wrong.
A few days before the demo release, the chapters were already working well, but the new final scene was still a disaster (That may be me exaggerating).
Marketing is worried, but they are patient. They know that if they put pressure on us we'll burst!

In a few days, the mosaic is composed. The illustration assets begin to arrive, the 3D model of the new puppet finally works and the animation (Originally made on a place holder rig) is functioning. The voice for English and Italian also arrives (We couldn't do more for the first version). Correct the lights, correct the framing and... the miracle happens.



A scene that just a few hours before was a jumble of stuff, takes shape.
It is always a great emotion to see how the combination of so many elements harmonize with each other, finally creating an atmosphere and just the one we wanted to create!
Good thing it went well the first time around!

Everyone is happy, especially at Wired. We at LKA are always pessimistic and strangely... even though we are Italian... less expressive.

[h2]Release Syndrome[/h2]

Stress is part of game development. It is both the worst and the best part of it. I always hear developers say "No no, that's enough, from now on ..." and when I meet them again I find them more stressed than the previously.

In small teams you have to do a thousand different things, all at the same time. Sometimes time is so tight (As in the case of the demo), that you can’t plan everything using smart task management software. You are forced to improvise… to move forward based only on the fixed point in your head.
You have to let out all you can give, these are the most stimulating moments, the team produces something in 3 weeks that should actually take two months... you feel like a flat tire which has continued to travel miles. You know what I mean.

Then there's the ‘release syndrome’, even for a demo.
And this isn't just a developer thing. We're all paranoid, developers, manufacturers, marketers... we all put our souls into it and as a consequence some anxiety is normal.
Will players like it?

In split moments you think:
"Yes they will, it's good, it's going to be great."
and a minutes later:
"No, no, they will destroy us, we got it all wrong I'm sure!"

Everyone reacts in their own way.
One who will watch and read everything.. really everything
One who wants a specific live stream in a panic.
One who does not want to know anything and goes to prepare dinner instead.
One who won’t watch anything themselves but wants to be constantly updated by the team.
One who tries to make himself strong by saying that criticism does not interest them.

In short, between anxiety, paranoia and fear, the release comes.
And ... It seems that people like what we created.
There are a few problems, but they like it. They like the graphics and even more essential for us... they like the story.



[h2]The Reaction[/h2]

We are happy! Even on YouTube the comments quoting Batman and Superman are almost non-existent. I know that no one believes me when I say that I have never seen that movie, that I had no idea choosing "Martha Is Dead" as the title would have had that effect.
But I say it anyway!

Nobody sees all the flaws that we were worried about, while other problems that we had missed are discovered. Seeing the players play our creature, a creature whom’s gestation was 5 years long, is an indescribable feeling. When someone catches that detail, that nuance... It's incredible!

And the players always go beyond those expectations. They discover things that even you didn't fully understand because you added them following just inspiration and they explain it to you! That reward for all the stress, the neurosis, the rush, the panic.

So here we go.

We feel that the demo went well, but as soon as we begin to relax a little bit it comes to my attention that the demo will have to be improved, polished further and released again soon.

Me: “Alright... no problem, isn’t it ready?”

Marketing: “Obviously not! We all want to push and try to always make it better!”

Production: “Let's add the German voice, let's put the subs in all 12 languages, let's improve this, add some corpse here and there, let's solve those problems I was mentioning before… and… let's also write a blog about the development of the demo!

I've always wondered with great admiration how some developers manage to write all those beautiful and well-kept blogs.

This is ours. It may be a thing that you just read, but I wanted to write it just like we developed the Martha Is Dead demo. With passion. Without overly planning. All in one go!

Thank you to everyone who played it, your feedback has been really useful in helping us improve the game.

Oh... And sorry! I forgot to mention that I’m Luca Dalcò, founder of LKA, art director and screenwriter for “Martha Is Dead”.

--------------------------------------------

So there you have it, a little glimpse into the world of LKA and the creation of the Martha demo!
Thank you all for playing, and stay tuned for further updates!

If you want to catch more Martha content across the internet, then hit the links at the bottom of the blog! And as always, make sure Martha is on your wishlists - and tell your friends!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

|Wired Facebook | Wired Twitter | Wired Youtube | Wired Discord | Wired Instagram | Wired Twitch | Wired Reddit | Wired Imgur |

One more surprise Martha is Dead stream!

We hope you've been enjoying your time with our demo for Martha Is Dead - we've certainly enjoyed watching every bodies stream, reactions to the new trailer and deep dives into the ARG that launched alongside it!



We'll be combining the forces of publishers Wired Productions and developers LKA Games for a special live stream walkthrough and discussion of the demo on the Steam store page on Thursday 7th October at 2pm BST! Giving you the chance to come on through and ask the minds behind the game any burning questions you have about the demo or game as a whole!



Be sure to pencil the times into your diary and come and say hi!

If you've played the demo already and want to provide feedback, or to check out where the codebreakers have got to so far with the ARG investigation - join our Discord and say hi!

Wired P Discord Martha Channel

And just in case you missed it - be sure to check out the Wired October Fest celebrations occurring all throughout this week - which include a demo for another upcoming title - Arcade Paradise, sales on all of their games with their biggest discounts EVER - and the ability to enter a competition to win $100 in Steam credit to spend as you wish!

https://store.steampowered.com/sale/GetWired2021

Once again thank you for playing Martha Is Dead, we can't wait to share more with you once the game releases!

In the mean time, come say hi on our dev streams - and enjoy exploring Tuscany!