Bishop Games: Introducing Ben Corriveau

Hey everyone, today we have a new guy in town to introduce! Please welcome Ben Corriveau, the newest employee at the studio. You read that right, we now have 2 Bens on board… our success is now guaranteed.

On a serious note, Ben joins the team as a full-time employee and as the second programmer of the studio. He will help us realize our vision of Light Fall and make it a great game. We are very excited about having Ben on the team, we share a common vision and philosophy when it comes to making games.

In his brand new and shiny Light Fall shirt, Ben Corriveau will help us in making Light Fall an amazing game.

In his brand new and shiny Light Fall shirt, Ben Corriveau will help us in making Light Fall an amazing game.

 

Here’s a short interview in which Ben introduces himself to you all. Have a good read!

  • What were you up to before joining Bishop Games?

I was living in Drummondville with my family. I completed an accounting degree and worked in this field for two years. Then, I realized I wanted to do something else in life. I completed a short course in programming, something I already did as a part-time hobby. This led me to work at Frima Studio in Quebec for one year, then I joined the guys.

 

  • What was the process of joining Bishop Games, an indie studio, like? Did you know the guys?

I already knew David beforehand, as he was my teacher at Bart College, the place where I took my course. I also briefly worked on Light Fall before joining Frima, a year ago. So I had already met the guys. As for officially joining the team, David offered me the job around a beer and I quickly accepted!

 

  • How does it feel to join a project like Light Fall?

It feels awesome! I had already backed the game’s Kickstarter last year and now I’m working on it full-time… Quite the funny situation. The guys also seem really laid back and fun to work with so far. It’s really different working on your own IP (intellectual property) than doing servicing contracts for other clients. We have much more freedom and we just try our best to make a fun and exciting game instead of doing exactly what the client demands.

 

  • What are your favorite video games?

All-time: Bad Company 2, Guild Wars (1), Halo 2-4. Recently: Destiny, Salt and Sanctuary, Ori and the Blind Forest. I mostly enjoy FPS and platformers, with some RPGs from time to time.

 

  • What is your favorite meal?

I can’t choose between poutine and pad thai!!!

 

  • Lastly, the most important question, how cool is it to have two Bens in a team of four?

Obviously awesome! Although, it’s sometimes confusing when someone simply says ‘Ben’. We have to work something out I guess, but it’s a small price to pay for all the awesomeness it brings!

 

 

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Light Fall: Making of an enemy

Hello everyone! Today, Math decided to talk about his work routine when it comes to creating a new enemy from scratch. From the original concept to the real deal, he explains the process behind every step.

Step 1: The Sketch

For the sketch part, I try to base myself on real life animals or insects to make sure the enemy is realistic and recognizable at first sight. I usually draw from 10 to 20 sketches of the same enemy, trying different shapes and postures. I try to incorporate a tear drop shape as much as possible into my designs. If you look carefully, you can find that shape almost everywhere in the game (Hint: the main character’s head for example). If I’m happy with one of these sketches, I move forward to the next step.

Step 2: The 2D Model

This step is pretty straight forward. It is to determine the enemy’s appearance in-game: a flat silhouette with a simple color palette. I then check if there’s a good balance of shapes and colors. When everything is done to my satisfaction, I hop unto the next step.

Step 3: The Animated Parts

This step is crucial. Here I try to visualize the final animation in my head and break down all the body parts of the creature that will be animated. For example, if you look at the image above you can see that the wasp’s mouth has an undulated feel. To achieve this result, multiple parts were to rotate with a slight shift of timing. Therefore, breaking down the mouth in three small parts was essential. Once this process is done for the entire body parts, we’re off to the next step.

Step 4: The Animation

This is where all the magic happens. I take all the animated parts and put them all back together. I then animate their scale, position and rotation. Finally, I cross my fingers and hit the play button to see the final result. If it’s not to my taste, I go back and tweak some elements. Ta da!

I hope you all enjoyed this post and our new enemy :)

Take care!

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Marshlands of Sorrows OST preview, CMF-approved and more!

Hey guys! Today we have an update of what we’ve been doing these past two months. First of all, the CMF (Canadian Media Fund) announced the 14 projects selected for the Production Experimental-Innovation program across Canada and we are happy to announce that Light Fall is one of them!

This is a big deal for us, for the game and ultimately for you, the future players. Being approved by the CMF does a lot of great things for the game. Firstly, it allows us to have a salary for the entire duration of the production. This means that in the near future, we will be able to quit our part-time jobs and solely and completely devote our time to Light Fall.

It also gives us the means to have extensive QA, a marketing budget, to travel to several expos and hire another programmer on the team to speed up the production. All good news for the game! You can find more details here.

A huge part of our recent success belongs to you all. Most of you were truly the first ones to believe in us and put us on the map. So once again, thank you all so much!

Marshlands of Sorrows soundtrack preview

Now that the business stuff is out of the way, let’s get down to the interesting part of the update; the game. The second Act of the game, the Marshlands of Sorrows, is progressing tremendously well.

We have a playtesting session set in Quebec (thanks to Ubisoft Quebec for the access to their playerbase and lab) coming up in August and we will be testing the second Act there.

Recently we have been working in collaboration with our musician, Jupiterion, for the music of this act. He’s the same mastermind behind the demo’s soundtrack, by the way.

Here’s what we have in mind for the Marshlands, pretty eerie right?

The upcoming soundtracks will be shared with our Alpha Agent backers (40$+) on Kickstarter, as part of their rewards, and Jupiterion is eager to hear the feedback from you guys. So, if you supported the Kickstarter back then and are part of this bracket, stay tuned!

Mictlan’s Fanatics

After the Corrupted Ancients that we showed you a few months ago, here’s another big guy that will surely cause many problems for the player: Mictlan’s Fanatics.

 

The Fanatics are entirely devoted to their God and will do anything in their power to block your way and protect their leader. Better watch out for them, unless you want to end up as a snack!

Well, that’s it for today. We hope you enjoyed this update and we’ll update as soon as possible.

Cheers!

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