Perseverance Part 2 – In this devlog, you’ll learn more about how this game was created, from our pop culture inspiration to the technical aspects of its development.
Today, we want to share a bit more about the development process of our game Perseverance: Part 2 and what’s happening behind the scenes.
We are really happy with how the game is taking shape! In today’s devlog, we’re going to give a quick recap of what Perseverance: Part 2 looks like from our side of things.
Let’s start with some basic information:
In case you didn’t know, Perseverance is inspired by stories like “Night of the Living Dead”, “28 Days Later”, “Revival”, Scandinavian crime stories such as “The Girl with the Dragon Tattoo”, and most of all – “The Walking Dead” comic series.
This game genre is Visual Novel and the game is structured in episodes. We’re using Unity & Fungus for its development.
Have you ever wondered what the process of making a game looks like? Having many elements, they should be put together into a whole, which results in a ready-made game. Sounds banal and simple – but unfortunately, it’s a real challenge. Still, a fun one.
Getting to the point – let’s take a quick look at what a typical day for our programmer looks like.
Perseverance Part 2 – House View from the outside in Unity editor
To put it simply, our colleague, having access to graphic assets, the whole plot, sound files, and feature lists, combine everything into one. His task is to determine where each element should appear in the game, who says what, what will cause a given answer, or when we will hear a gunshot. In fact, he decides when the game scares you and when it should make you laugh.
Perseverance Part 2 – House View from the inside in Unity editor
Moving on, the graphics below show the process of creating a background – which (besides the story of course) is a crucial element in visual novel games.
Our team of talented young artists spends a lot of time on each background. First of all, we need a sketch for each background. Then there’s a 3D render, which (unfortunately) does not mean putting blocks on the screen. The process is complicated and requires finding the right camera angle, lighting, and composition.
Once our 3D artist has created the conditions and uploaded complex 3D meshes (models), he must set the right light. In this way, the light will be reflected differently on wood and differently on stone. The goal is for you to notice what is important and to feel the atmosphere of the story.
And that’s it for today’s Devlog. We hope you enjoyed this little peek behind the scenes!
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