Share this project

Done

Share this project

Done
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.

Recent updates

Photos

B136f120cee336bf11f5c70361f32b18 original.jpg?ixlib=rb 1.1
9159183d01a37367e4fc12469b0fe8f9 original.jpg?ixlib=rb 1.1
0dee54f7a9d212ef7b705381279df3e1 original.jpg?ixlib=rb 1.1
Cc976e86eb2e792152f30a2024df2e5c original.jpg?ixlib=rb 1.1
88e33e9e04ecb346f2923dfd327d0167 original.jpg?ixlib=rb 1.1
2b62bcbac15e09a28bea765a0d059852 original.jpg?ixlib=rb 1.1
Ffdf121f0980e9fa766fb62be63c603c original.jpg?ixlib=rb 1.1
Bdacbeff22f8df6358b9bdf61ba26633 original.jpg?ixlib=rb 1.1
F2101d22d44f81edbcba21542b9a9647 original.jpg?ixlib=rb 1.1

An update

Posted by SaintandSimon (Creator)
18 likes

Hey everyone!

It was a long time ago since I made a post about the project and I've been busy making progress. I was planning to post a month ago but Christophe and I wanted to show the stopmotion puppet in the new post – and of course the animation studio in Denmark was booked and they extended their time a bit extra. I've decided to post at the first day of every second month starting January. It's only right to keep you in the loop with updates even if it's small or big ones.

I would like to adress the amount of time regarding this project, and the reason for that is that the project has been fleshed out alot. At first in 2014 it was a real rollercoaster and I felt that I wanted a publisher/development team to come and help me out. Like I mentioned, the scope of the game grew alot. Where each chapter were orginally planned to take the player 15-20 minutes to play through, the chapters grew five times that size (which was good, to be able to portray the important themes of the game more thoroughly). After 1,5 years of collaboration we decided to go separate ways, much because I didn't want to compromise my vision of the project (I still love the publisher though, and we parted on good terms).

So after that it has been mostly me on the project working while keeping the big scope (except for a few friends jumping in and out). Guess who bit off a bit too much? No matter – I'm confident that the project needs this big scope to fully portray my vision. I've been working 6 years on this project and I'm extremely grateful for all the patience you have given me, and I want to repay that by giving you a personal and interesting experience. I wish I could show you my gratitude for you being so patient and kind in another way as well. If you have any ideas, let me know!

The first chapter is out now this week for a small amount of people here, where they test functionality and help me squash bugs. Later on I will invite more to focustest on the emotional value, if it feels genuine or if it needs more tweaking on that aspect.

So what happened these last four months? Quite a lot. The main character is built and ready to implement. I've been testing a lot of different character designs during this project, and I've been picky in my vision, and now I have two final options. Christophe (the puppetmaker) just made a walk cycle to show you. IF the character stopmotion is extremely time consuming to animate in a classic way I have another good option. I've invested in the bone animator program CrazyTalk Animator where each character have limbs – so there's a nice option to cut up images of the puppet and animate it with bones (also their store offers a lot of predefined movement animations that impress me). Right now I plan to use placeholders on all characters for the whole game before I implement the final look on them. Functionality first of all.

 project video thumbnail
Replay with sound
Play with
sound


While I've built scenes you've not seen during this time, here's a little one I built last week. This is in Chapter 3 where Steve is at his friend Robert's apartment, where a party is taking place, and he needs to take a moment for himself to contemplate on the balcony. The song here is called ”We are all werewolves in the night”. This is where the first snow falls.


Meanwhile during this time I also worked with the software Spritelamp and shadercoding to the puppet to see how it works with simulated 2D-lighting. Basically it means that each side of the character is handpainted. Up to 5 versions of every angle; how the light would look if it was set a certain way. Spritelamp then mashes it together and creates a normalmap. The developers of the engine I create the game in just helped me out with developing a shader, so I might be able to use dynamic lighting on the 2D-characters – it all depends on how efficient it is to create the lights, so it could sure need a bit more experimentation.

 project video thumbnail
Replay with sound
Play with
sound


Also David (another friend who's helping out building scenes) just built this piano which we photographed for you last night. So things are happening! Like I said I will keep you updated every second month. As for a release date I can't say yet, but I want you to know that I really love working with this project and I think it will be worth the wait. :)

Sculptural

Posted by SaintandSimon (Creator)
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

Posted by SaintandSimon (Creator)
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!

Posted by SaintandSimon (Creator)
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

Posted by SaintandSimon (Creator)
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