Archive for Art – Page 2

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!

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.


Light Fall: A long overdue update!

Hey folks! We hope you guys are doing well. The time has come for an update on the game and our activities. We know it’s been a while and we’re sorry about that… We had several things going on behind the scenes, things that we couldn’t talk about just yet.

Catapulte 2016

If you’ve checked our social media feeds recently, you may have seen several posts about us winning some sort of contest. Light Fall has indeed won the Catapulte program. It is a program to help the growth and development of a video game studio and its project. Basically, it is to catapult us right into the industry… The pun isn’t mine! In total, 16 studios from the province of Quebec applied, with quite a few big names in there too. Projects were evaluated on the following criteria: original and innovative content for the game, the team itself and a well defined distribution plan.

Light Fall won, and as such we were awarded 50 000$, a mentorship program and one year of free hosting at the brand new Le Camp’s workspace. Le Camp, an incubator issued from Quebec International, was one of the organizers.

The studio with all the sponsors, the organizers and the judges.

The studio with all the sponsors, the organizers and the judges.

Obviously, we are very happy about this surprising turn of events. The most important thing for us is having the confirmation from people in the industry that Light Fall is an amazing game. We had a good idea about its potential with Kickstarter, when YOU GUYS believed in us. Having a second positive opinion is just the cherry on top! We worked a lot on our application, and we also had to prepare a pitch for the game when we were announced as one of the five finalists. We never enjoy putting the game on the backseat, but for this one occasion the gamble paid out.

Applying to the CMF

In the past month, we have also worked on another business-related project. As of yesterday, we have officially applied to the Canadian Media Fund (CMF) for a production demand for Light Fall. The CMF is a well known organization in Canada that supports the video game and movie industry. We will have our answer probably during the summer, but being accepted by the CMF would be absolutely huge for us and for Light Fall.

The CMF can finance up to 75% of a video game project. That would allow us to make Light Fall exactly the way we want it to be and also get paid for it. We have already started to incorporate stretch goals from the Kickstarter into the development, some that we didn’t even reach with the campaign. The Speed run mode is one example. The consoles port is another. Light Fall has so much potential, we’d rather take our time and make sure it’s incredible than rush a poor man’s version of the game.

And the game…?

I can already hear your worries about the progression of the game with all that business stuff in the past months. Fear not! We have also spent considerable time working on our little baby. We always pride ourselves on making the universe of Light Fall immersive. We want you guys to be excited to dive into the strange world of Numbra. As such, we went back to the earlier levels of the game (Act1 : The Lunar Plain) and added some cool features to make the world much more alive.

Here’s a YouTube video of a few changes we’ve made, mainly when the player discovers the Shadow Core and the divinities in the second level.

We’ve also started to work on the third region of the game: the Vipera’s Forest. Here’s a little art test Math did and we think we will go in this direction. Hope you enjoy!!

So that’s it for now. Once again, thank you all so much for the support and sorry if we haven’t been very active in the past few months. We are still working hard on the game, we promise ;)