Let's pull back the curtain on the mysteries of visual novel game production and take a look at some reference material!
I thought you might be interested in seeing what exactly I sent to artist Chayon to assist them in creating the next CG scene for my game Don't Flex On Me Yumi-Chan!!!
I have done a post about my process, like, years ago, so I suppose some of you might see this sneak peek at my pre-production work for the first time.
I usually create reference material with AI image generators (I always ask for artists' permission first before sending them AI images, I understand not every artists are comfortable with it), then edit them grossly in a photo editing software. My weapon of choice in this case is Affinity Photo, it's a great one-time-payment alternative to Photoshop and its horrid subscription model.
Then, I separate my work into the layers I need for animation and send them a PSD file separated into the layers, so they can follow my plans more closely.
I also add the file I've attached to this post : an annotated image highlighting the most important aspects of the scene that I want to draw attention to.
Finally, I add high-resolution close-up shots or references to specific details. In the case of this commission, I added close-ups of Junko's face (her different expressions) and a stock picture of a real woman athlete doing sit-ups on a punching bag, to better explain the context of the pose for the characters.
So I hope you enjoy this exclusive, top-secret document! Even though it is spoiling a little bit of the fun of the upcoming scene, I think it's a nice peek into the production process of the game.
Peach Punch Games
2024-12-21 01:37:01 +0000 UTC