Author Archive for Benoit Archer – Page 2

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

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

Bishop On The Road: PAX East 2017 Recap

A few days after PAX East, the dust is finally settling down. Last weekend, the city of Boston was invaded by thousands of avid gamers from all around the world. It was our second year at East, and this time around, we were prepared for the ”Horde” of fanatics. Here’s a recap of our 5 days in Boston!

Problem at the Border

Boston is only a 6-hours drive from Quebec City. As we had done in the past, we decided to travel by car once again. For this edition of PAX, only two of us were attending. This allowed us enough free space to bring the entire booth equipment in the car. We had the two 48-inches TVs, our laptops, the Light Fall banners, an extra table for the press, etc. David and I left on Wednesday morning, at around 8:00 AM. The weather was nice and everything pointed to a safe travel to Boston. But sometimes… things don’t go as planned. This was one of these times.

We arrived at the border at 11:30 AM, the ride had been smooth thus far. The border agents asked us the typical questions: ”Where are you going? For what purpose?”. Then, they saw the two TVs on the back seat. They thought we were bringing them to resell them across the border and asked if we had our paperwork in order for these commercial goods. They called it a TBI. We had no clue what a TBI was, and as you can guess, that clearly didn’t help our case. The agents asked us to go inside to talk with their superior. After several minutes of us explaining why we had brand-new TVs, it became obvious they wouldn’t let us cross the border without this TBI-thing.

They gave us phone numbers of US customs brokers. The only one who could set up a TBI quickly required a 900$ entry-fee. Yes, you read that right. 900$ to bring two TVs that were probably worth less than that. We obviously declined. But then, what were our other options? We could either leave the TVs in the snow or go back to Canada. Luckily for us, David had the idea to check for the closest storage unit. We found one within 30-minutes of the border. We went back to the agents, told them we were going back home and went back to Canada. We dropped our TVs there for the week and drove back to the border… We would rent the TVs at the convention, we had no other choice.

Desperate times call for desperate measures... Welcome to the Bishop Storage Unit!

Desperate times call for desperate measures… Welcome to the Bishop Storage Unit!

In hindsight, we can’t be mad at the border agents. They were simply doing their jobs. However, we had wasted 3 hours on this whole thing and, worst of all, it made our arrival in Boston right into traffic hours. The 6-hours drive became a painful 11-hours one… Quite the way to start our PAX East adventure!

New Build… New Bugs

After a long and tiresome day, a good night of sleep was much welcomed. On Thursday, it was time to set up our booth and test everything before PAX debuted. This time around, we had a demo version with our brand-new sounds and in-game physic system for the character. We were excited about the new changes, but also worried about potential bugs that might have escaped our internal testing. I won’t lie… we did have a few bugs in there. I counted 29 different ones, to be exact.

Nevertheless, nothing game-breaking happened throughout the weekend and the game ran smoothly in general. Better to find these bugs now than two weeks prior to release! Now that we’re back at the studio, we can easily fix them.

Despite some issues here and there, PAX East 2017 was a blast. We had a lot of fun meeting everyone and the comments on Light Fall were very positive! We can’t wait to go back for another edition of PAX East and we want to thank everyone who showed up at our booth during the event.

PAX East 2017 was once again a very pleasant experience for us.

PAX East 2017 was once again a very pleasant experience for us.

Update on Light Fall

With all that said, we know it’s been roughly two months since our last update on the game. Rest assured that everything is going according to plan. It’s just that we were working on so many things at once that we had nothing truly groundbreaking to show in these two months. We have an update coming up next week where we will showcase the new audio of Light Fall, as well as some environment changes we’ve made to make the game feel more immersive and reactive to the player. Stay tuned!
-BEN