Blog
Check out some blog posts about Lo-fi Noire production from Retro Vibes Studio:
  • Final Environment : Arcade
    Art
    The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color […]
  • Final Environment : Bar
    Art
    This beautiful bar ensemble showcases the mood essence of the game with it’s luxurious pinks, blues and purples. The lighting accents of those of enormous lava lamps along with the budding flower hanging chandeliers and A nice flower circuitry […]
  • Final Environment : Sewer System
    Art
    The Sewer tunnels are now mapped out, textured and lit appropriately to render the environment useful in navigating around. It’s vital the player must get through without being seen or caught by the NPCs in order to finish the game. Below are […]
  • Tech Update : Patrol Visibility and Patrol Paths
    Design, Tech
    There’s new gameplay in town! Stealth! With that being said, it’s implemented in a way that uses a visibility meter. Below shows how your visibility changes based upon an lit area vs. darkness and whether or not an object is obstructing […]
  • Tech Update : Patrol Setup
    Design, Tech
    We are lucky and so grateful to our coders of this game! With their vast insights this tutorial was formed to help the non-coders with being able to manually put the NPCs in their environment wherever may they please! […]
  • Environment Update : Arcade
    Art
    The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color […]
  • Environment Update : Bar
    Art
    With more objects added to the bar, the more the setting dressing got tweaked to maximize space and look. The type of lighting and how it was going to be displayed came into question and it was decided on use huge lava lamps instead of the generic […]
  • Environment Update : Sewer System
    Art
    The Sewer tunnels are a system of twisting and turning underground passageways that the player must navigate in order to get to the final environment, the Secret Lab! Enemies are lurking throughout, waiting for the character to show their selves. Be […]
  • Stealth Gameplay : Patrols: Paths & VisibilityNew Tech : Patrols
    Tech
    We created patrols that will follow different patterns of movement. The patrols have behaviors that enable them to detect and follow a player if the character is visible enough. […]
  • Stealth Gameplay : VisibilityNew Tech : Stealth
    Tech
    We wanted to integrate Stealth aspects to enhance the sneaky aspect of detective work. We encourage players to try to sneak past guards and patrols in order to gain access to more clues or “restricted” areas. We created a mechanic that […]
  • Plant ShopNew Environment : Plant Shop
    Art, Design
    Another new environment that’s introduced is the Plant Shop! As of right now this place houses the creator of the original plant that’s causing havoc! Plant shop owner is either a very nice girl or sassy or in on the whole scheme of the […]
  • ArcadeNew Environment : Arcade
    Art, Design
    There’s a few new environments being incorporated into the game, one of which is the arcade. The feel of the arcade is 80’s retro with a few futurist looking games. As of right now the arcade is going to act as a huge color pattern […]
  • BarNew Environment : Bar
    Art, Design
    The Bar is also a new environment that’s introduced. As of now the bartender is the bad boy and very shady and happens to find the key which he places it around his neck but will not give it up until you give him something in return. He wants […]
  • Sewer : InteriorNew Environment : Sewer System
    Art, Design
    This sewer system is one of four new areas currently being created to add to the game. The layout of the sewer is complete and most of the modeling is done as well. The UVing process will begin very soon. […]
  • City BlockTech Update : Seamless Levels
    Design, Tech
    Systems Design: Environments integrated as a whole for a seamless experience between the different environments in the city block. The different environments in the city block were connected along the main street. Having everything set up connected […]
  • Substance Designer MaterialsMaterials for Alpha
    Art
    Substance Designer This is the start of a library of Substance Designer Materials made for this projects. In order to unify the style, the modelers will be able to use these materials in both Unreal and Substance Painter. There are multiple […]
  • Secret Lab SceneEnvironment Update : Secret Lab
    Art
    During alpha level, all of the environments were pieced together to create their respective scene designs. The Secret Lab’s objects are all completed and UV’d with representational designs and place holder textures. The lighting was also […]
  • Detective Jacket DesignDetective Caia’s Jacket
    Art, Design
    Shortly after alpha level the design of the Detective jacket was also conceptualized. The design choice is based upon the 80’s trendy look with neon Lo-fi Noire feel. It also shares elements inspired by the design of the team logo. The […]
  • Alleyway / Crime Scene : Overhead Gameplay ViewAlpha Build
    Art, Design, Tech
    We now are able to play the game from start to finish, with placeholder environments and textures. No checkerboard 🙂 All the dialogue and internal dialogue for the crime scene alley way has been completed. UI assets have started to get implemented by […]
  • Character Model : SymbioticCharacter Models for Alpha
    Art
    For the alpha we needed to test the gameplay speed with placeholder characters for the representation of the poly count and texture maps size along with the animations applied tot he character in-game. This will help us experience the real time […]
  • TrailerTrailer Animatic
    Marketing
    Marketing Design: Initial Trailer animatic sketch/storyboard, animatic, and edit for planning and developing the full trailer. Includes sketch/storyboard, animatic drawings, and the edit. […]
  • Secret LabGreybox/Lighting Tests
    Art, Design
    Within the first sprint the greyboxes/blockouts and lighting tests were combined to create the Lo-fi Noire atmosphere of the game. The objects and scenes were pieced together to be representational of the neon shiny mood and look of the specific […]
  • Alleyway / Crime SceneSprint 1 Completed
    Art, Design
    Our first sprint at Retro Vibes Studios was challenging as most of the planning and concept art had to be finished before the team could move forward with content creation. Through hard work and determination, we finished our first Agile sprint […]
  • Decal Design : GraffitiDecal Design : Graffiti
    Art
    Decal Design: Initial decal designs for graffiti in the alleyway and along the street. Includes five graffiti decals for use in the environment to enhance the lived-in feel of the world. […]
  • Systems Concept 1 : Detective ModeNew Tech : Detective Mode
    Tech
    Systems Design: Initial systems designs for Detective Mode toggle, setup, and functions. Includes toggling, post-process effects switch, object-of-interest highlight on-hover, clue/object inspection, and clue/note saving to notepad functionality. […]
  • Environment Concept 4 : Secret LabEnvironment Concept : Secret Lab
    Art, Design
    Environment Concept: Layout concept for the secret lab. The secret lab serves as the location for the final boss fight and final game decision. The player will encounter The Big Bad and his minions. When they are defeated, the player will be […]
  • Environment Concept 3 : Street / City FrontsEnvironment Concept : Street / City Fronts
    Art, Design
    Environment Concept: Layout concept for the main street. The initial alleyway leads to this street which serves as a main hub with access to the coffee shop, warehouse, etc. There will be no battle opportunities here, but the player can investigate […]
  • Environment Concept 2 : Alleyway / Crime SceneEnvironment Concept : Alleyway / Crime Scene
    Art, Design
    Environment Concept: Layout concept for the introductory scene. This alleyway serves as the place of the crime scene and will serve as the tutorial to the Detective’s abilities. The structure of this location is made so that the player is […]
  • Environment Concept 2 : Coffee ShopEnvironment Concept : Coffee Shop
    Art, Design
    Environment Concept: Concept for Coffee shop environment with styling. Includes interior design and prop breakouts. […]
  • Systems Concept 1 : CombatNew Tech : Combat
    Tech
    Systems Design: Initial systems designs for combat setup and functions. Includes camera angle switch, player/enemy positions, and attack functionality. […]
  • Character ConceptsCharacter Concepts
    Art, Design
    Character Concepts: Concepts for five of the seven base characters in Lo-fi Noire. Includes the main character; Detective. Joining the detective is the Plant Enthusiast, the Coffee Shop owner, the Bouncer, and the Bartender. […]