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The Last BirdlingNewsThe Last Birdling: Art development process
Community

The Last Birdling: Art development process

The Last Birdling · published 10 Aug 2017, 10:40 UTC

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Tooaya and I had worked together on Cursed Sight, and here we are this time on The Last Birdling. From day one, Tooaya promised to provide weekly updates, and she had remained consistent from start to finish. While production skills are no doubt important, reliability is a trait that is often overlooked.

The Last Birdling had been in production since around 2015. The first thing I sent Tooaya were character profiles along with an early draft of the script. Most important, of course, is the art assets list. I provided as many references and roughs as possible, then once everything was settled, the journey began.

No illustration exists alone in a visual novel, and Tooaya often helps me out in this regard. Let’s say we have two consecutive CGs with similar compositions. In that case, Tooaya would deviate from my rough and adjust the camera angle to create variety.

On my end, all I can provide is a second set of eyes. Since I am no art expert, I can only try my hardest to keep up. For practice, I often sketch roughs that never see the light of day. I want to develop a sense for eye angles, neck lengths, body proportions, that sort of thing. Then again, with Tooaya, I just let the expert do her thing.

Characters often change hairstyles and clothes throughout a story. To avoid inconsistencies, everyone team member must be on the same page, which is why we communicate on a weekly basis. It is yet another vital skill that cannot be taken for granted.

As usual, I hope you may consider wishlisting and/or joining our Steam community:

http://store.steampowered.com/app/629430/The_Last_Birdling/

Thank you :airin:!

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