A story/timeline about how RisAmo came about… Some snippets from our discussions and whanot. Spoilers for the game follow! Beware of tl;dr! (more…)
Please do not read this post if you haven’t beaten the game, as you will be utterly and horribly spoiled and it won’t be much fun for you to play RisAmo afterwards. :C There’s an interesting LP of the game going on now that you might want to check out if you’ve been on the fence about playing it… I believe they’re holding a vote on what to do in the post-prologue now. Auro and I are very amusedly watching the whole thing from a distance because that’s what we do. :D I’m also working busily on The Elevator, so that should probably be out today or tomorrow depending on how much sleep I’m willing to forego. I’m doing a fairly rough version just to present to my class first, but of course we’ll polish it up before releasing it to the general public.
Anyway, I’m going to be answering some RisAmo general, plot, and character-related questions that I’ve heard from people… Either through reviews, poll responses, or otherwise. Or ones I made up and just feel like talking about. So hopefully this gives people some more understanding of what went on in the story and answers some things that have been nagging at the backs of their minds. Feel free to contact either of us if you have more questions.
Today I’m going to be talking about the process I went through to design the characters for Ristorante Amore :)
Designing characters is something I find to be very enjoyable. It’s fun to visually design a personality to create a physical person. What I am trying to do is visually communicate everything I can about this character to the viewer and I use all the visual tools at my disposal, from line to colour. I have to communicate who this person is, what they think, how they act, what their personality is like. This will need to work with the written information provided to create a greater whole, a more fulfilling character.