Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
My Time at EvershineNewsNew Art Direction
Community

New Art Direction

My Time at Evershine · published 29 Nov 2024, 18:00 UTC

All newsPlayers around this dateRead on Steam

When we started Project Me, it was still in the Sandrock proportions. As we started Evershine, the director asked the artists to stretch Avery to a normal height and ratio and add some more details just to see what it's like. The result went something like this: "Wow wow wow! That looks great! GREAT! Let's try it for all the other characters!" The director shouted exitedly. "That would mean we have to do all the environmental assets at a higher quality as well, that's a lot of extra cost!" The CEO reminded her. "It. Will. Be. Worth. It." was the reply. *Of course, we also did surveys and other research for this decision.


We've been chatting with the concept art team about how to tweak the proportions. Initially, we just shifted to a 5-head-body ratio, making it a bit taller. But we still felt it wasn't quite there yet. Then Qin, who's always been our character designer for the previous two games, tried his hand at it. And we were like, yes, this is it! This is the final character design you guys see now. The core members of our concept art team have basically been with us since 'Portia' and 'Sandrock', coming up on over ten years. Our art team became more and more experienced after each game. We're really stoked that the whole team was able to handle this change.


But we ran into another unexpected challenge. Our character modeling department was tackling this realistic proportion thing for the first time, with a higher demand for precision. It seriously took us like 2-3 months of searching and adjusting our direction multiple times. Eventually, we even got our lead terrain editor from 'Planet Explorers' to give character modeling a shot because she had experience with more realistic characters before. After another half-month of trying stuff out, she totally delivered and created the model for Freya that finally made us feel like the style of the character model was just right and we were satisfied. Of course, we lost a lead terrain editor in the process, haha. Then, the model for Avery also turned out really well, and the whole character team gradually got used to the new art style and production process.


So here we are. New body proportions as well as a more realistic style. We think the overall quality upgrade will give core fans something fresh, at the same time it will be able to attract more new players. There have been feedback from some players that worry we will have less fun designs and diversity, and become more generic in general. That was also one of our main worries as well, especially in the early going. Worry not though, after our artists got use to the new style and started pushing the envolope, we're currently satisfied with our direction. We have been able to design fun and diverse characters in the new style. And we'll continue to tweak characters as well to make them more unique. The last thing we want is to be called generic, our pride is on the line.


With higher quality characters, we also require higher quality animation. Stuff that we used to get away with when the body proportions were still cartoony, we won't be able to get away with today. Take for example facial animation and mouth movement. Many players have commented that our character faces in our current screenshots and trailer look stiff. That's a great observation. It's because our new system of motion captured animation aren't in game yet. We're still using some legacy Sandrock stuff. Our aim is to achieve animation quality close to Kingdom Hearts or Xenoblade in the end.

Finally, what does this mean for player customization? Well, we're hopefull we can reach a certain stretch goal so that we can add in player height and body shape. Because we have so many character interactions, this isn't something that can be easily done. On top of that, we will have multiple facial and hair choices, including proper beards, that's a promise. We know that character customization was a very welcomed feature in both Portia and Sandrock, we'll continue that tradtion here.

Join our Discord!
Join the Subreddit
Follow on X/Twitter
Follow on Facebook
Follow on Instagram

More from My Time at Evershine

Other announcements

All news
Community10 Jun 2026A New Home Awaits! Check Out Our Summer Game Fest TrailerHowdy everyone! We’re excited to share something special today, a fresh trailer for My Time at Evershine! Our biggest goal is to make this a place you can truly call home. Check out the trailer below! It was such an honor to be invited to the Nintendo's Play Days event . Here are a few live photos from our booth! We’d love to hear your thoughts, drop us a comment and let us know what excites yo…Community29 May 2026May Devlog | Date/Hangout SystemGreetings, Governors! From Portia to Sandrock, we cherish those days spent adventuring, accidenting upon some sort of happenstance, laughing alongside our friends and neighbors. It’s moments like this we hold dearest to us, and the ones we’re passionate to recreate in your next journey with us. In My Time at Evershine, naturally we intend to build the same things that have worked for us before,…Community30 Apr 2026April Devlog | A Few Art ShowcaseGreetings, Governors! To follow up on some of the discussions we had last month on our designs, we’d like to show off a few of the things we’re working on. Please keep in mind, as it often is: everything you’re seeing is still a work in progress, not a final product. Without further ado, here’s a sneak peek! Old Faces, New Style First let’s take a look at some old familiar faces, now updated wi…