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A point and click-game made of real paper, about a parent who accidentally kills his son Viggo. This game is about the aftermath.
A point and click-game made of real paper, about a parent who accidentally kills his son Viggo. This game is about the aftermath.
908 backers pledged $21,368 to help bring this project to life.

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Sculptural

10 likes

Hello!

It's been a while and I feel that it's time to keep you in the loop. The development is going well and betas for chapter 1 is soon out for some people (betatesting is done in with a few people in each group, since each group needs certain instructions when testing). Meanwhile, the other chapters are progressing in an organic pace. A lot of the work is jumping around in different areas, everything from implementing shaders in Visionaire, to animating and building new scenes. I know the development takes a lot of time and is well over any deadline, but I want to make it exactly the way I want to make it, and I want to make it good. That's why it takes much more time than anticipated. I'm extremely grateful for your patience. :)

David is a nice builder, and he's very precise in his constructions, So I'm just in love with the scenes he builds. The pipeline is usually scetches and advice from me – he builds and makes his version of it – then we photograph it together. It's a nice workflow.

David working on scenes in his own workshop. Since he lives in the same village as me its great for communicating ideas.
David working on scenes in his own workshop. Since he lives in the same village as me its great for communicating ideas.
Here's a conference room from the main character Steve's workplace.
Here's a conference room from the main character Steve's workplace.
An elevator, leading to the relationship councelor.
An elevator, leading to the relationship councelor.
Another elevator, leading to the apartment of Steve's friend Robert.
Another elevator, leading to the apartment of Steve's friend Robert.


I also have an additional animator on the team. I've been contemplating alot regarding the characters, and the first vision of having real stopmotion-build and animated characters. Right now the animator Christophe Peladan is building the characters with puppets and it looks good (and if everything works as I hope it does we will go back to stopmotion-characters but with lesser angles). Recently he have been working with the creator of Wallace and Gromit on this new movie Early Man https://www.youtube.com/watch?v=qDBJ8o5fZZE . So he's good stuff. :)

This is Christophe.
This is Christophe.

He also makes alot of stopmotion-commercials for Lego. With 21 years of experience I couldn't ask for a more experienced stopmotion-animator.

And here is his current process of the real doll Steve.

Christophe is so good with puppets.
Christophe is so good with puppets.

 So the project is still fun to work with. It takes time, but it's gotta be just the way I want. After 6 years of development I will continue to strive for my vision. :)

Hope you have a good sunday out there!

/Simon

Paper cranes

15 likes

Time for a new update! It's been a while since the last one here on Kickstarter so it's certainly time for a new one. 

And a happy one I believe. I feel envigorated by the project right now because everything is moving forward in a pace I like (still can't tell you an ETA but chapter 1 is out for betatesting really soon for a few people here). The reason why it's moving in a good pace? I'm not sure, but the I've come back to the feeling when I started to work with the project, that feeling of experimental lust. I've been in it all the time, but.. I don't know, it's like I have more energy. I take creative decisions regarding characters, story and aesthetics without being afraid all the time, and I enjoy working on everything. Working on new scenes that I haven't worked on before and continuing progressing is motivating.

Recently I've been composing with a cellist named John, and we gig together and rehearse the soundtrack, and planning to record it in a studio soon. Here a quick video of a part of ”Slender Waltz”.


As for Palle, the soundman, he's working and doing great things as always, right now working on ambient sounds for a small chapter between chapter 4 and chapter 5 (a bonus chapter where the family goes camping in the woods). We kind of jump in on different areas of the game to work with and it seems to put gas on our fire.

Rhett is continuing to translate/globalise old and new dialogues and texts, so he is steady as a rock.

What else is new?

The workflow is more efficient due to a new program called XnConvert (which converts alot of images to the right size, optimised, in the right format) – which helps a bit, since stop motion is alot of frames.

My friend David, who lives in my village, has started to also work on modeling scenes (I've been keeping my eye on him for a while because of his expertise in crafting). A very driven person, that likes crafting for the sake of crafting. He even has his own studio for these kind of things. This is David:


For those who wants to have smaller details each week, don't forget the devblog https://developingviggo.wordpress.com/

Also, I'm grateful for all your patience. One day, one day.

Have a good weekend everyone :)
/Simon

Devblog!

11 likes


A devblog!

Hello everybody. I hope you are doing well.

I've been thinking the last couple of days, that I want to push out more updates regarding Viggo, but often the updates might be short – or a bit technical and I feel that updating the Kickstarter-page with every detail all the time might be boring (some backers just want to have updates in a general broader sense and not about smaller details). So I've created a blog where I intend to update it once a week every friday, where I write what I have been up to each week with the development of A Song for Viggo. The good and the bad and the things in between. That way you can follow the process a bit closer if you're interested. :)

Here's the blog – developingviggo.wordpress.com

I will, of course, continue to update here regarding important information, just that the blog could be a nice side-alternative for those who want to follow the development continously in-depth.

Hope you have a good weekend everybody

Best regards
Simon

Cinema

6 likes

Hello!

It's been a good while since the last update, sorry for that. But now that I'm writing I figured that maybe you wanted to have some news on some of the work done. As mentioned so many times before it's a slow process, and so much slower than I ever anticipated. I'm doing most of the work myself nowadays, and I have another job at the side to be able to pay the rent. Every evening I work on Viggo. My neighbor told me ”Viggo is a life-project, nothing to be done quick”, and I guess he's right. I appreciate all your patience, from the depth of my heart. :)

What I'm showing today is a cinema, which I've worked on quite some time. This is a scene ”unlocked” if you choose to go to the cinema with the neighbor Charlotte in chapter 4. On the film, they're talking about a zombie-virus, with regards to a subtle symbolism to depression.

I hope you enjoy it. :) (thanks Palle Svensson for panning the sound!)

(note: if you're suffering from epilepsy, here's a warning, there is a lot of flickering of light in this scene).

/Simon

 

original scetch
original scetch

 

A day with Viggo

14 likes

So I'm sitting here, taking a quick pause from the work on Viggo, and I felt that I could write a post of how a day of work looks like (might be fun for some of you to see :)).

It mostly looks like this.

First two hours:

1. Cut frames for a specific animation.

2. Line up frames for animations.

Lining up frames, nudging them into positions, cutting out things that shouldn't be there.
Lining up frames, nudging them into positions, cutting out things that shouldn't be there.


Third hour:

Test and color test the animations so that everything is in order.


Fourth hour:

Start making a cutscene, insert dialogues, send characters to certain coordinates.

A waypoint-system, where you set out coordinates, as a path a character is likely to walk on.
A waypoint-system, where you set out coordinates, as a path a character is likely to walk on.

 

Here I'm setting up positions where characters walk when talking (the other character is on the phone so Karen needs to hold a telephone for it to be more obvious).
Here I'm setting up positions where characters walk when talking (the other character is on the phone so Karen needs to hold a telephone for it to be more obvious).

 

Fifth and six hour:

Fix all the bugs in the cutscene (and remember to take deep and slow breaths), betatest the scene rigorously. Fix more bugs.

I often make certain areas in different colors to click and trigger new variables for certain conditions.
I often make certain areas in different colors to click and trigger new variables for certain conditions.

 

Drawing bugs where characters are drawn onto objects instead of behind them is quite frustrating, and very common.
Drawing bugs where characters are drawn onto objects instead of behind them is quite frustrating, and very common.


Seventh and eigth hour:

 

Cleaning is as what cleaning is.
Cleaning is as what cleaning is.

1. Clean yesterdays papercraft-work from station,

2. Start/continue working on paperscene.

My workstation is right now the kitchen table, filled with glue, joy and despair.
My workstation is right now the kitchen table, filled with glue, joy and despair.

3. If paperscene done/photograph for 5 five hours.


Hours after that:

1. Update taskboard.

Updating tasks on the wall. Every second week it's time for a new "sprint", which goes on for two weeks. New tasks are made each sprint, and re-evaluated after each sprint, to plan for the next one.
Updating tasks on the wall. Every second week it's time for a new "sprint", which goes on for two weeks. New tasks are made each sprint, and re-evaluated after each sprint, to plan for the next one.


2. Communicate with team about additional tasks (like sound effects, dialogues, planning)

We often use different documents to communicate specific details in dialogues, sounds and so forth.
We often use different documents to communicate specific details in dialogues, sounds and so forth.

 
With that said, hope you liked the update. I'm so extremely grateful for your patience in this project, the work is put in, but it's a tedious process. :) I hope you're all having an ok summer! /Simon