Solace State has seen both challenges and growth in 2019. We’ve also got a chock-full of pictures to share with you. Let’s celebrate our efforts from 2019 – from GDC, to Kinda Funny Games E3 showcase, to TCAF Comics x Games, and more!
Tanya Kan reporting in: There’s been a lot of behind the scenes activity for Solace State! In the past 9 months, I’ve been focusing on a lot of very diverse moving pieces of work that I have not written about in a blog post yet.
First of all, we have a new-ish trailer with new music by Robby Duguay, and lots of new in-game footage. The trailer is edited by yours truly. Don’t worry, the text will slow down to a pace that you’re comfortable with reading in the visual novel for the actual playable build itself.
We’ve been expanding our team. CJ “Seage” Howlett have been working with us to create beautiful character art for Solace State! He has a fantastic fantasy and fashion arts background and he streams some of his art commissions online frequently on Twitch!
Here we are showcasing the game at Bit Bazaar at the CNE.
I haven’t done a speaking engagement since the last half of 2017, but Sept 2017 onwards was very eventful. I spoke at two industry events at Toronto International Film Festival (DIALOGUES 2001: An Immersive Odyssey and CONNECTIONS New Technology & Immersive Storytelling) and connected with documentarians who are doing some incredible work and wish to dive into VR and interactive story-driven experiences. I took the opportunity to describe how politically complex and engaged work is as necessary as ever within even entertainment media. I also spoke at Make Change Conference on social impact games; A talk that I hope to polish – and with more than 3 hours of sleep before its delivery – and harness parts of it later on as well. I also showcased the game at Dames Making Games’ first ever Damage Camp. Finally, a small chapter demo of Solace State was selected as an official selection at the Regent Park Film Festival. The chapter was very well-received and I thoroughly enjoyed the programming at that festival!
A post shared by Tanya (@vividfoundry) on
I have also been working on a lot of writing in November through January, and have grown in my confidence as a writer to develop a story of complexity that presents how difficult it can be for communities to protect each other’s livelihoods and bring about a more peaceable society.
Silverstring Media are always a joy to work with. They have helped me wrestle with some of the hardest questions, including how to write about societal dramas, to how to stay productive and energized as a writer. I can’t wait to share more about my writing process as we get closer to launch, because the questions that the Silverstring team have engaged me with have been so substantial. I have also worked with Silverstring Media on Matt Makes Games’ and Noel Berry’s Celeste to offer narrative consultation on East Asian representation, and this was a most enjoyable and inspiring experience!
At the same time, I have increased the amount of bizdev learning over the course of 2018, including attending an accelerated course at the Artscape Launchpad program and participating in Ryerson’s Transmedia Zone.
CEP Day 3: Protecting Intellectual Property. Full house! Graphic/interactive/jewellery/interior designers, performers #careerartists pic.twitter.com/ZzJU0pf0gK
— Launchpad (@LaunchpadTO) October 18, 2017
Artscape Launchpad’s Creative Entrepreneur Program was fantastic in helping me reframe my mind around how to consider everything from the presentation of my business, to accounting, legal, marketing and grants. Launchpad brought in some great experts to walk artists through the process, and I highly recommend its classes and other events. Our cohort is fantastic and it’s great to learn from other artistic peers about their business directions. The whole experience has been very healing for me.
Transmedia Zone also gave me resources about pitching and offers a huge library of business development resources, and in the future I have their mentorship program to look forward to as well. I have been working with an intern at the Zone and engaging her with directions on branding and social media as I learn the material myself.
Bring that all together, I’ve been teaching myself more about social media use for branding, as well as taking advantage of my contacts in legal and accounting to ask questions to augment my learning. In turn, I have been getting more involved with consultation as an entrepreneurial artist, as well as engaging with community groups and legal thinkers to discuss about education and society. The community involvement helps ground my work as well, in a “bigger-picture” sense, and also helps me think outside of the box as a creative.
For the month of February and March, the bizdev side has been my focus, and it does take a lot of energy out of me. Grants and finding sources of funding have also remained at the forefront the last several months. From April onwards, I will be refocusing on strategizing set hours around writing, while I work on a bit of design during other parts of the day. We aim to have a new build out later this year to share with you all!
I had a great time on the evening of 2016-Nov-19 presenting to the wonderful community of Dames Making Games! I talked about my experiences so far developing Eviction Notice with the rest of my team. Eviction Notice VR is a game that first began in mid-July out of the Hyperreal Jam that Dames Making Games organized! I covered some challenges that we had developing for the Gear, especially focusing on art and production and narrative design. I also mentioned what worked well for us in terms of feedback structure and keeping everyone motivated.
Thank you for such a warm reception and support from the community! Here are some Tweets and Instagram from the event.
.@VividFoundry talking about her VR game, Eviction Notice, made during a jam this summer. pic.twitter.com/xMkfCRw6Xn
— Julia (@loudmouthjulia) November 20, 2016
Tanya of @VividFoundry talking at @GammaSpaceTO about the VR game, Eviction Notice! Such a pleasure lending my voice to this experience. pic.twitter.com/wWBCQl0HDk
— Erika Szabo (@erikaszabo) November 20, 2016
.@VividFoundry discusses her game Eviction Notice, a game about home and gentrification, at @DMGToronto pic.twitter.com/fF4rgalnCU
— a lowly henchwoman (@NatalieZed) November 20, 2016
Full house for our November speaker social! @VividFoundry up first sharing the design process behind Eviction Notice VR. pic.twitter.com/ly5DyCmbWH
— DMG (@DMGToronto) November 20, 2016
.@NatalieZed plays @VividFoundry‘s Eviction Notice VR. pic.twitter.com/ZXF9WJI3Og
— Braydon Beaulieu (@BraydonBeaulieu) November 20, 2016
. @nataliezed playing Eviction Notice during @vividfoundry‘s presentation #VR https://t.co/fBucFotFGk pic.twitter.com/z4I96crSKD
— Kaitlin Tremblay (@kait_zilla) November 20, 2016
. @vividfoundry showcasing Eviction Notice for the @damesmakinggames Speaker Social.
A photo posted by Jonathan Levstein (@jlevstein) on
Part of the team was also in attendance! From left to right: Chris Donnelly, Sound Designer; Erika Szabo, Voice Actor (Tricia); Kaitlin Tremblay, Narrative Editor; Tanya Kan: Director, Executive Producer, Writer, Game Designer, 3D and Texture Artist, Voice Actor (Lana)
I had a great time presenting at U of T Biomedical Communications Alumni Association’s 10th annual Unconference on 2016-Nov-19! I presented a talk entitled “Designing for Narratives in VR and Visual Novels“. I talked about my modus operandi, and my method of designing from narrative-first then follow through with game mechanics, rather than the other way around. Along the way, I offered tips on how to hone in on a meaningful story, how to interview subjects to create great characters, and more.
We’re so happy to have Tanya Kan (@VividFoundry) presenting a keynote on Designing for Narratives in VR and Visual Novels #uncon10 pic.twitter.com/jZFAc7s3n4
— BMCAA (@theBMCAA) November 19, 2016
Doing a long-term indie project? It should have a thesis statement/moral core and be something you believe in.
— @VividFoundry #uncon10— BMCAA (@theBMCAA) November 19, 2016
Writing characters? Find someone in real life that represents them and talk to them. Builds realism, diversity and empathy. – @VividFoundry
— BMCAA (@theBMCAA) November 19, 2016
Final thoughts from @VividFoundry about narrative-first design. #uncon10pic.twitter.com/BOKvzhiEFM
— BMCAA (@theBMCAA) November 19, 2016
Thank you for inviting me, BMCAA!
Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.A lot of new things have happened since my last update! I have been so busy lining up new builds, collaborating with new specialists, and also organizing around travel and work-vacations.
New Build
Pushed a new build in first week of April that has a new, tighter script, with completely revamped 2D art and new camera functionality. The demo build is about 20-30 minutes long gameplay, depending on how fast you read.
Programming
I am seeking some help in programming from Andrew Traviss (Fate Tectonics). He’s designed an isometric camera track system that replaces my previous one so that I can tween on a path. Hacking camera sequences are no longer on a linear path, which opens up so many new ways I can design the 3D world.
3D Art
I am the sole 3D artist in the foreseeable future because of the uniqueness of the hack isometric camera sequences and how I can structure the level build around that, and also putting in the ergodic text associated with my narrative. This build had more texture optimizations and some extensions on primarily the Airport scene (first scene in the game).
2D Art
A 2D fine artist, Ian Hsu, is very happy to provide conte illustrations for character art. This includes both gestural, full-body drawings as well as character expression portraits. It finally matched the look that I had in my mind, to create a more “mockumentary” or editorial look.
I also illustrated clickable objects in the same style and medium. They are then edited from photograph by me and put into the 3D game world as sprites and buttons.
Showcases and Talks
I talked about the influence of political theory on my game design for Solace State at two conferences: Intersections Cross-Sections Graduate Conference & Art Exhibition (henceforth ISCS, run by Ryerson and York University), and Different Games Conference in Brooklyn. The reception was very positive, and had some good playtesting feedback as well. People are excited to know more about the story and are curious about what they would find by the time they do find Rebecka, and what happened between the main characters.
.@VividFoundry started Solace State not wih game mechanics but social politics ? #DifferentGames2016 pic.twitter.com/9M1QE8QVXw
— Kara☽ Stone (@karaastone) April 9, 2016
At #DifferentGames2016, @VividFoundry talking about her game Solace State & politics of affective play. pic.twitter.com/W31AlhBuao
— Ansh (@lightnarcissus) April 9, 2016
Interesting alternatives to standard 1st and 3rd person perspectives from @VividFoundry #DifferentGames2016 pic.twitter.com/YyhvBMIOyI
— CS Wallace (@Hengde) April 9, 2016
Thank u @VividFoundry @gabriela_aveiro @byrne_meagan for captivating talks on your processes at the 2Ludic panel pic.twitter.com/SewNaodbJm
— Priya Rehal (@Preezilla) March 12, 2016
The incredible @VividFoundry talks game-making and storytelling as subversion. #ISCS2016 #NotGDC pic.twitter.com/LsUOQSGo54
— Eileen Mary (@elmahka) March 12, 2016
“Solace State is about the ethics of design complexity rather than good or bad” – guest speaker @VividFoundry pic.twitter.com/jE1jG0DSVe
— LUDIC Arcade (@LUDIC_arcade) March 12, 2016
At ISCS in March, I had to showcase an older build that is very similar to the one shown at Canadian Video Games Awards / Bit Bazaar. At Different Games Conference, we were showing the improved art and camera mechanics for the first time.
Future talks and showcases
I will be attending IndieCade East with my talk and a show-and-tell slot for my game. For more information on my upcoming talk, please click here.
Press
I am very lucky this spring to have received coverage from two different publications:
Femhype asked me about my process and methodologies as a game dev [see part 1 and part 2].
Kill Screen conversed with me about Solace State’s theoretical influences, narrative, and why I designed the gameplay as I did [see here].
Both of these interviews were a lot of fun and the journalists asked some really interesting questions! They also created interviews that had completely different angles, which was really interesting.
Interesting links
Here are some interesting links for you! Enjoy your stay :)Pages
- 2D Digital Arts
- 3D Game and Generalist Arts
- About Solace State Team
- Architectural Illustration: 360 constructivist
- Commissions
- Events
- Flash portfolio: Graphical spa
- Front Page Blog
- Grade 6 sculpture: Amazon City
- Portrait: Learning new pages
- Press requests
- Ryerson TMZ: Tech Advisor
- Solace State Game
- Visual Arts
- Vivid Foundry official home
- Welcome
Categories
- 3D Arts
- Creative Writing
- Culture & Technology
- Devlog
- Digital Arts
- Entrepreneurship
- Eve Online Blog
- Eviction Notice VR
- Film
- Indie Games Community
- Marketing
- My 3D Games
- My External Game Reviews
- New Media Theory
- Photography
- Press
- Prototypes
- Solace State
- Talks
- Traditional Media
- Twine Games
- Uncategorized
- Video Games
- Visual Arts
- VR Games