Hello everyone!
We're continuing to work things out with Steam while working on the project.
Today, I want to share a bit about the daily grind from the perspective of an artist (yep, that's me).
With the project growing through dozens of updates on the previous platform, we accumulated tons of backdrops, character outfits, and characters themselves, along with animations, expressions, poses, props, and additional lightweight scenes (kisses, hugs, etc.).
As a result, 80% of the work isn't actually on the spicy CG scenes but on everything else I just listed. Now, I get it - people come to projects like this mainly for the CGs, so it's fair to call me out for a poor allocation of resources, priorities, and all that. If I were starting the project from scratch, I'd definitely approach things differently. On top of that, much of this content has been revised over time, leading to a mountain of low-quality assets. But that’s the bad stuff. Let’s talk about the positives - and why I’m even writing all this in the first place.
I’ve updated (yes, again, guilty as charged) all the backdrops - over 100 of them, not counting their props, different times of day, etc. - as well as 40+ characters, complete with all the details I mentioned earlier. CGs are also ready and are simply being expanded as other team members finish their work. But right now, I’m focusing on the 80% of non-CG work. And here’s where I was going with this: this is the part of the content that won’t change much in future seasons (we’re currently planning 3 seasons, with the first being the most vanilla). In other words, we’ve already done 70-80% of the artist’s work for the next two seasons. This means that future releases will be faster, at least for this reason. Plus, as the text, art, logic, etc., improve with each iteration, they’ll require less time to produce, which is yet another bonus.
That's all for now. Stay tuned for more news and updates!
We're continuing to work things out with Steam while working on the project.
Today, I want to share a bit about the daily grind from the perspective of an artist (yep, that's me).
With the project growing through dozens of updates on the previous platform, we accumulated tons of backdrops, character outfits, and characters themselves, along with animations, expressions, poses, props, and additional lightweight scenes (kisses, hugs, etc.).
As a result, 80% of the work isn't actually on the spicy CG scenes but on everything else I just listed. Now, I get it - people come to projects like this mainly for the CGs, so it's fair to call me out for a poor allocation of resources, priorities, and all that. If I were starting the project from scratch, I'd definitely approach things differently. On top of that, much of this content has been revised over time, leading to a mountain of low-quality assets. But that’s the bad stuff. Let’s talk about the positives - and why I’m even writing all this in the first place.
I’ve updated (yes, again, guilty as charged) all the backdrops - over 100 of them, not counting their props, different times of day, etc. - as well as 40+ characters, complete with all the details I mentioned earlier. CGs are also ready and are simply being expanded as other team members finish their work. But right now, I’m focusing on the 80% of non-CG work. And here’s where I was going with this: this is the part of the content that won’t change much in future seasons (we’re currently planning 3 seasons, with the first being the most vanilla). In other words, we’ve already done 70-80% of the artist’s work for the next two seasons. This means that future releases will be faster, at least for this reason. Plus, as the text, art, logic, etc., improve with each iteration, they’ll require less time to produce, which is yet another bonus.
That's all for now. Stay tuned for more news and updates!