Nominated for Excellence in Visual Art

Nominated for Excellence in Visual Art

We are now what? 0___0 Seriously. We are totally flabbergasted. It is unbelievable. We have been nominated for the IGF Award 2017 for Excellence in Visual Art and we have an Honorable Mention for Excellence in Design. Like, unbelievable. San Francisco here we come!
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Terrifying Ends—Unfathomable Possibilities

Terrifying Ends—Unfathomable Possibilities

Dear all! Development of this game felt a lot like this: Run into an obstacle… try a solution somewhere else… repeat   Now, in less than two weeks She Remembered Caterpillars will be released! JANUARY 17th! If you are a streaming-chan, press-kun or lets-tube-play kind of person, you are invited...
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An Increase of Options

An Increase of Options

As we are nearing the end of the production the part where I can post new sketches and illustrations gets smaller. I am now working on a new trailer for the release. One of the finishing touches in the game is the localisation. Next to the original English version we...
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Position and Twitch—Eyes on the Detail

Position and Twitch—Eyes on the Detail

So rub, rub, polish, rinse, wash, dry, wax, soft cloth, rub, rub, repeat … and I find time to post another bit of GIF. Little things we are integrating to make the game more lively. One thing are the position lights in the city zone. The red ones have been...
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The Shine of Polish

The Shine of Polish

Everyone seems to be talking about Pokemon Sun and Moon these days; we feel justified in our decision to postpone the release of SRC. It definitely relieved us of some of the stress we were under and it gives us enough time to implement a few effects in the game...
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Within Reach Not Quite Yet

Within Reach Not Quite Yet

Dear all, a new post, long overdue with pictures and important announcements: Like every year, the holiday season combined with sales makes visibility and competition a challenge. After careful consideration and with support of our publisher we have decided to push back the release date to early next year. Competition...
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Of Big Halls And Dark Caves

Of Big Halls And Dark Caves

When was the last post? More than two months, already? Time for an update! Last week we showed SRC at gamescom. It was interesting. We got a bit of media coverage, the most exciting, for me personally, was an interview with Insert Moin. Similar to EGX we saw once again...
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Making Of A Fungi-Noveau Palace

Making Of A Fungi-Noveau Palace

In my last post I showed you some sketches from a new set of levels. Here is a nice GIF composed of 18 images that show the process for Level 13 from first sketch to the final background painting. Here is a still of Level 13. And as a bonus,...
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The Crystal Hall of Fluffy Mold

The Crystal Hall of Fluffy Mold

I am currently working on a new set of levels. While I did not create a process video here are four screenshots that show a bit how I went from a simple architecture setting to a complete set including background and game area. Colours are next…
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A dark forest and a city above the clouds

A dark forest and a city above the clouds

It’s been a while since I have updated the blog with new screenshots. I am happy to report that the aesthetic I am aiming for is about 90% done. It needs some polish in a few places but the most important parts have been covered. I am unsure about the...
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Platforms of string moss and weather worn desert rock music

Platforms of string moss and weather worn desert rock music

Another display of the great work our animator Zach Cohen is doing for this game. I love how the colour swapper both sucks and showers the characters with paint. A little selection of drawings for Perlinoid I made this week. Except for a few decoration items the rest are all...
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Felted Blue

Felted Blue

This week I did not get to work on backgrounds as much as I would have liked to. So, I can’t really show you anything new in that department. But I worked on something else in my spare time… :3 It has been a while since I have worked on...
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Charting the territory of Perlinoid

Charting the territory of Perlinoid

My last post showed the map of Perlinoid sketches that I developed. Based on this I created a first set of concepts for existing levels. These are very unfinished, no colours and only a minimal amount of values but I am starting to get a much better feeling for the...
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An Atlas Of Sketches

An Atlas Of Sketches

Sometimes the hardest part of a long project is to keep on track an remain focused. This is especially the case for Perlinoid which has seen many iterations both in terms of mechanics and aesthetics. At the beginning of November it became apparent to me that I needed a set...
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The mold is everywhere in Perlinoid

The mold is everywhere in Perlinoid

I’ll admit it, the visual style of both film and manga of Miyazaki’s “Nausicaa of the Valley of the Winds” is a big inspiration for this game. The second picture shows some of that. There will be mushrooms and mold of every size and detail.
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There is life in these details

There is life in these details

My favourite sketches I made this week. On one hand I think that the ones in the EGX demo were a good step into the right direction but on the other hand I was not satisfied: the level of detail was not immersive enough for me. So, I decided to...
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Another time-lapse, new developments in Perlinoid

Another time-lapse, new developments in Perlinoid

Welp. When was the last update? August 22nd? Ugh, so much for keeping a well maintained dev log. It’s been sometime and instead of going into every small detail of the past months I will keep things short. We went to gamescom (unofficially) with a very raw gameplay prototype, backgrounds...
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2D to go – everything new

2D to go – everything new

Well, almost everything. The mechanics of the game are still the same but after a few months of agony and careful consideration I am proud to say that I have found a style for the game that I can draw by hand without the insecurity that involved working in 3D....
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Character styling and other tests

Character styling and other tests

Update time. I primarily focused on character designs over the last week. Currently I am investing a lot of time in getting an aesthetic working that is entirely and precisely aliased. Not so easy, especially with textures that tend to blur. One direction we are considering is using only vertex...
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Cassandra Khaw writes for us!

Cassandra Khaw writes for us!

Best news first: We are incredibly proud, honoured and excited to announce that Cassandra Khaw (twitter) will be writing the story to our game! Of course we can not spoil just yet what it will be: Big secret! ^_^ Until then some more insights into the visual design process: At...
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A new year – a new direction

A new year – a new direction

It’s been a little while since I posted an update. Mostly because I needed time to think about our approach to the game. By late December 2014 I realised that after more than a year of working on the game I know pretty much what I wanted things to look...
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Post from another island

Post from another island

It seems I have neglected this blog for far too long. This is not good. I shall rectify the situation immediately. We are making some good progress with the game. Or so it seems. Two steps forward and one step back makes for,… yes, one step at a time. Dancing...
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Bonsai Tree Houses

Bonsai Tree Houses

I came up with these funky bonsai tree houses in the time since the last post. I like the idea of each bonsai tree house being a little island that you can visit. Each being a level that you have to solve in order to progress to the next one....
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Character Design Language

Character Design Language

Silhouettes are important, especially for character designers. Not in a paper-cutting victorian past-time sense. Even though back then some people surely have had quite a well developed character. But I digress… As I mentioned in my last post on saturday, we are working on a color-based puzzle game. One of...
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Screenshot Sunday – is it a thing?

Screenshot Sunday – is it a thing?

Apparently. At least somewhat because people seem to be using it when they have missed #screenshotsaturday. Yesterday it seems there was a little hiccup with the link that I posted on twitter. So, today #screenshotsunday is the excuse for testing it again. This one is one of my favourite pieces...
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Starting Sharing Stuff Screenshot Saturday Style

Starting Sharing Stuff Screenshot Saturday Style

#screenshotsaturday – is there a better way to start sharing something that you have been working on for quite some time? No, I think not. Especially with a title that is a sextuple alliteration. Below is a (somewhat old) concept art screenshot of the game we are currently working on....
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