BitSummit: Light Fall in Japan!

This past month has been quite something for Bishop Games! With the 5th edition of BitSummit, an indie festival based in Kyoto, the studio spent 12 days in beautiful Japan. It was honestly an incredible experience and we never thought we would visit Japan, especially not because of our game. Here’s a recap of our adventure in the Land of the Rising Sun.

A Cultural Shock

Even though we tried our best to prepare for something like this, visiting Japan was still a huge cultural shock. Beforehand, we did our best to learn key words such as ‘Thanks’, ‘Sorry’, ‘Hi’ and ‘I Don’t Understand’. We also spoke to our partner for the Japanese market, who provided valuable information about the culture (the do’s and don’ts) and the cities we were visiting.

Despite our best efforts, we were still completely overwhelmed once we landed in Osaka, after spending close to 24 hours in planes and airports. The first thing that hit us was… the jet lag. There is a 13 hours difference between Eastern Canada and Japan. Still, we powered through, got out of the airport and on our way to our first Airbnb. After an awkward taxi ride where we couldn’t communicate with our driver at all, we managed to get there. We dropped our bags and decided to go eat at a local restaurant. And this brings me to my next point… the food.

Different Cultures, Different Meals

You see, I’m not what you would call a picky eater. Well I thought I wasn’t, before I visited Japan. It’s not that the food tastes bad or anything of the sort. In fact, a lot of the meals were quite enjoyable. But over there, most of the food is soft and cold as opposed to North America where we are used to hot and crunchy textures. Their food diet also mainly consists of fish, rice, raw egg and other seafood, which is not something we are used to. It definitely took us a few days to get used to that, but it wasn’t so bad in the end.

One particular meal that I enjoyed was a traditional Okonomiyaki; a Japanese savoury pancake containing a variety of ingredients such as flour, eggs, green onions, shrimp and other seafood. It was a unique and very tasty meal that we found in a small restaurant of Kyoto.

A traditional

A traditional Okonomiyaki!

A Sneak Peek In the Japanese Gaming Culture

As we grew accustomed to Kyoto, the jet lag and life in Japan, BitSummit was about to begin. It was an intriguing event for us and we truly had no expectations of what would happen. By now, we were used to the PAXs, but BitSummit was our first event in Asia. Would the cultural differences also be present in the gaming culture? Would the Japanese people react to Light Fall in a similar manner? So many questions raced in my head prior to the event!

The first day of BitSummit was on Friday; it was set up day and press hours. We knew Famitsu, the biggest gaming press in Japan, would be there. We didn’t want to miss them… and luckily for us, they stopped at our booth and really enjoyed the game! They also wrote an article about the game, which is a good way to gain exposure with the Japanese public. It was a great way to start the weekend and the following days didn’t disappoint either!

There was a steady flow of players at the booth and, from the little we could understand, most of them seemed to enjoy Light Fall! Thankfully, we had interpreters on the show floor to help us communicate.

The Japanese public welcomed Light Fall with open arms.

The Japanese public welcomed Light Fall with open arms.

We were also invited on the Twitch Stage for a live-interview, similar to the one we did at PAX South 2016.

Ben was on the Twitch Stage at BitSummit to talk about Light Fall.

Ben was on the Twitch Stage at BitSummit to talk about Light Fall.

Finally, we were also approached by several potential business partners for the Asian markets. While nothing is official yet, these partnerships look promising in order to bring Light Fall everywhere in Asia. All in all, BitSummit was well worth the trip!

Japan: A Sight to Behold

Looking back, we had a wonderful trip in Japan. Not only was BitSummit a great success for the studio and the game, but on a personal level, we truly enjoyed visiting Japan and learning more about its culture, its people and its history. Here are some cool photos we took during our trip. For all you know, Japan might be on your future destinations’ list after that?

 

The world-renowned Mt. Fuji!

The world-renowned Mt. Fuji!

18817971_10154457989897343_1027324361_o

The night life of Tokyo.

18836497_10154457989807343_406593488_o

Japan is home to many beautiful scenery like this one.

18901079_10154457990107343_905458421_o

A traditional Japanese market.

 

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone

Introducing Vanessa, the newest member of Bishop Games!

Hey everyone! Today we’d like to introduce the newest member of Bishop Games: Vanessa Desbiens!
Vanessa has been with us for almost a month already, and it’s time we formally introduce her to you all. She joins the studio as our second full-time artist and will work mostly on the Light Fall cutscenes and cinematics, as well as other concept arts and promotional images for the project. We are very excited to have her on board and her amazing work has already impressed us all.

Check out below this short interview we did Vanessa to learn more about her!

Vanessa joins the studio in order to bring the visual design of Light Fall one step further.

Vanessa joins the studio in order to bring the visual design of Light Fall one step further.

  • What led you to work in the video game industry?
    I have always been in love with the beautiful visuals in video games. Even when I was too young to play, I would be stuck in place gazing at them! I also enjoy the narrative aspect and the stories present in most games, but the visual design is what connects with me the most.
  • What were you up to prior to joining Bishop Games?
    I already knew Math (hi!), one of the founders of the studio. I knew he was someone talented, kind and thorough. I told myself that his team would probably be like him, and so far, I was right! I wanted to join the team to bring the visual aspects of a game that were already incredible one step further.
Vanessa's work has already impressed us greatly. Here's a scene she's been working on recently.

Vanessa’s work has already impressed us greatly. Here’s a scene she’s been working on recently.

  • Is it your first time in an indie studio? Were you expecting this kind of environment?
    It is indeed my first time in an indie company. The work atmosphere is great, the boys are very nice and I already have my own workspace! It’s perfect.
  • How does it feel to join a project like Light Fall? What are you the most excited about?
    I knew about Light Fall and had seen the trailer prior to applying here and I found the game beautiful. I liked the vibrant colors, the sharp contrast between the elements and the silhouette style used in the game. Being part of this team can only be a positive and constructive experience for me. The fact that Bishop Games is an indie studio that started from nothing to get where it is now only makes me prouder. We will have a lot of fun, I’m sure!
Vanessa is brining her own style to Light Fall's visual design and the result is outstanding.

Vanessa is brining her own style to Light Fall’s visual design and the result is outstanding.

  • Are you a gamer yourself, if so, what are your favorite games?
    I’m more of a film and animation series fan, but I have always taken pleasure in watching people play. I am not very good myself, but I like to be immersed into strange universes! When I was younger, I was a Diablo maniac! To this day, I think this remains my favorite game.
  • What is something people wouldn’t expect about you at first glance?
    The sheer amount of chocolate I can eat. I don’t think anyone can expect that, really.

That’s it for now, folks. We have some pretty cool stuff coming up so stay tuned! We are narrowing down the possible dates for our release. Autumn is in our aim.

-BEN

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone

Light Fall: Pushing the Immersion One Step Further

Hey everyone! First of all, we know we have been pretty quiet about the game for the past few months. It was an uncharacteristic behavior from us, as we usually try to keep the updates rolling every month or so. We’d like to apologize for the radio silence, but rest assured that it’s not because Light Fall is in jeopardy or anything of the sort. In fact, we have been quite busy with Light Fall!

We were working on so many different things at once that we didn’t have anything conclusive to reveal. But today, we’re ready to talk about several of these things. We also have news concerning the Kickstarter In-Game Rewards. You can read more about that in this Kickstarter update.

Pushing the Immersion One Step Further

Light Fall is all about immersion. We want our players to experience an emotional journey. We want them to travel to the mysterious world of Numbra and totally immerse themselves. That’s why the two core points of Light Fall have been designed for this very purpose.

Firstly, we have created the Shadow Core; a game mechanic that allows you to do as you please and explore as you want. In some way, the Shadow Core gives the players access to ultimate freedom. Secondly, we have developed an intriguing story, delivered by the grumpy narrator Stryx. The story and gameplay are both united in their immersive purpose. But we weren’t satisfied yet.

Light Fall has always been aesthetically pleasing. Now it feels alive as well.

Light Fall has always been aesthetically pleasing. Now it feels alive as well.

We went one step further and made the game itself feel much more immersive in its audio and visual aspects. The world of Light Fall has always been beautiful, but we wanted it to feel alive. Our goal has always been to make it react to the player. That’s why we have added multiple animations and interactions in the levels. Below are some examples of this new immersive world.


For the past months, we have also been working with Peak Media, an agency based locally. While Peak had mostly worked on films before, they were very excited about getting their feet wet in the video game industry. As such, they jumped at this opportunity and have decided to help us with the sounds of Light Fall. The in-game sounds are now much more professional and impactful. You can hear a few of them below.


We are very happy with the results so far and we believe these changes, when applied to the whole game, will make Light Fall much better.

Ironing Out the Last Details of Light Fall

Looking at the big picture, we are currently ironing out the last details for our complete alpha of the game. It means that, soon enough, we will be able to play the entire game from beginning to end. That also includes every cut scene, NPC and puzzle.

Last time we spoke, we said that we were working on the bosses of Light Fall. It’s with excitement that we announce that the bosses will be complete killers! Each boss brings its unique challenge and we can’t wait for you guys to face them.

For the cut scenes, we’ve also been working with the Sequence Group, based in Vancouver. With their expertise, we were able to plan the in-game cut scenes better and make them more appealing both aesthetically and story-wise.

All in all, Light Fall is progressing nicely! Right now our priority remains our Alpha version of the game, but soon enough we will start working on the console ports as well. Stay tuned as we get closer and closer to release!
-BEN

Share on FacebookTweet about this on TwitterShare on RedditPin on PinterestShare on LinkedInGoogle+Email to someone