Black and white


Started exploring ways to increase the legibility in the house. I liked the cinematic effect in the screenshots from the previous builds, but I never quite felt like it worked in game, while tweaking the saturation settings on the post process settings, out of a whim I decided to turn the slider all the way down to 0, the result was a black and white version of the game. Which, to my surprise, actually ended up working really well. You could say it's a nod to Return of the Obra Dinn, and I am not going to lie, I loved the visuals in Obra Dinn.

I was also fortunate enough to have more friends playtest a brand new version of the game without any previous connotations, which felt great because it had helped with me see issues that a new playes can solve. Apart from the beginning, at least for me, it's harder to visualise yourself as the first time player because so much of your time is spent as a developer, so I am grateful to have that feedback. 

Some characters are AI generated, in the sense that the modelling and basic silouette was designed by AI, I always find it to be a catch 22 when it comes to AI generated content, I, myself am an artist, and being a first time game developer, it's quite apparent what the technology is capable of. For all intents and purposes, I see the game as a final product, so if it's to save time on assets where time could be spent working on more important design problems, I see it as a win win situation. That isn't to discredit an artists work because frankly, AI is not the same as a human touch, so what I try is to is to put my own touch into the characters it does generate. For example, posing, incorporating them into the story and that being the final product. 

The characters weren't a part of the original game design, neither is the animated art inside the record. They introduce a very different game mechanic to the game as well as reeling in the tone of the game where the prop mechanics can't quite match. The challenge is working them into the deduction in a way that feels natural because adding a new mechanic do often change the fundamental of the game durastically.

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