Archive for Art

Gamescom, Kickstarter In-Game Rewards and more!

Hey folks, it’s a been a while…

We had quite the busy summer and we have several things to share with you today. Let’s start with our remaining two expos: Gamescom and Busan Indie Connect Festival.

Germany and Korea to Round Up Our Summer

First, we are very excited to announce that Light Fall was selected for the Indie Arena Booth for this year’s Gamescom! It is a tremendous opportunity for us and we are glad to finally be able to come to Europe with our game. We know that a lot of you guys are from there and we can only hope to meet some of you in Cologne.

You can watch the event’s trailer right here.

Light Fall has also been selected by the Busan Indie Connect Festival, in Korea. We’ve had success in Japan earlier this year and we are confident that we can replicate this success for the Korean market. As you can see below, we had the honor of being named Title of the week by the renowned Famitsu magazine.

Famitsu liked our game at BitSummit and wanted to do a full feature in its magazine.

Famitsu liked our game at BitSummit and wanted to do a full feature in its magazine.

Still Working On the Beta

Our focus hasn’t changed since the last update, we are still working on our complete beta. Right now, we can play the entire game in one go. It means that there is no more game-breaking stuff or unfinished parts of any boss or level.

Our focus is now on fixing small bugs, fleshing out the backgrounds of the levels and just making sure they are the same quality as the first Act (what we’ve been showcasing in game expos and such). The in-game cut scenes are also done, for the most part.

Here’s a few teaser images of what’s waiting for you in the full game:

Dwelve into Stryx's past and learn more about his character.

Dwelve into Stryx’s past and learn more about his character.

Many puzzles and challenges will bar your way.

Many puzzles and challenges will bar your way.

Discover unexplored and dangerous regions throughout your journey.

Discover unexplored and dangerous regions throughout your journey.

Kickstarter In-Game Rewards Integration

We’ve also been working on the Kickstarter in-game rewards since July 15, which was the deadline for the backers to send their ideas/pictures.

The process is going along nicely and we can’t wait for you guys to see the ideas from our backers.

Once again, we got some teaser for you all.

A WIP of a Kickstarter backer's idea: his beautiful dog!

A WIP of a Kickstarter backer’s idea: his beautiful dog!

Another landmark; this time the backer himself will be in the game.

Another landmark; this time the backer himself will be in the game.

To conclude, we hope you have a wonderful summer and thanks for your continued support!

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