Hello friends 💜
Welcome back, been a long while hasn't it? (I'll cut out with the jokes, dw)
Yesterday we reminisced the past of Venice 2089 and our accomplishments, today we are going to have a little more in depth look on what we've been working on these last two months.
Well now, let's jump straight into it.
[ DESIGN & STUFF ]
Prepare to be disappointed, 'cause there isn't much to show you....
BUT, do you happen to know how two months full of meddling with Unity look like? Trust me, they're especially exhausting.
We spent two whole months mainly on optimization, trying out or tuning different methods to make the game run better on mid-end and low-end rigs, while also finishing up some world design stuff we left behind in the previous months.
For that we started developing internal builds more often, to better focus on our schedule and group together the stream of progress made by other departments.
Oh and in December, consider we were still running the Kickstarter campaign so a couple of us (me mainly) were still working more on that front rather than our other design duties.
Sooo yeah, boring stuff with next to nothing to share.
I'll think of something for the next issues, I promise.
[ 2D & STUFF ]
And now, prepare to be overloaded with content, 'cause our artists have been working EXTRA good these times.
We are talking TWO BRAND NEW CHARACTERS (well, one's pretty known already).
The first one is Angelo, and if you couldn't tell already, he's a fan of Atlas and its products. His mindset focused on the betterment of the corp makes it somewhat unlikeable, but deep inside he's a total nerd.

the first one is literally me when I get a new notif on Steam
The second one is a legend that shines once again. The man. The myth. The Legend. THE ONE AND ONLY GIUSTINO!
Basically we just revamped his old puppet to accomodate expressions and animations, but oh boy were we hyped for his rework. This loveable italian boy is now ready to steal everyone's hearts with his magnetic looks and upbeat personality.


when they announce your visual update
But it's not characters only here, no sir! Remember Grandpa's Lab? It was pretty much done last we showed it, but now it's extra done! After that, our artists started working on a new interior design, one that I really cannot tell you more about right now (but it's pretty self explanatory anyway so no prob).



Oh and how could I forget these little guys! If you've been watching our BAE stream back in Monday, our Art Director Federico was working on these robo fellas. You can expect them to make quite the appearance once the full game is out, you bet!

WALL-E's seen better days man
[ 3D & STUFF ]
Our 3D department on the other hand have been busy animating and implementing the features of the two characters we talked about before, while also lending a hand with the textures that have been produced. And there are many, many, MANY textures, all for props and small models to add into the level design.


Now, I thought I could sneak something in here about a new model in the works, but it's still too early to show something this big (literally, it is a big building) sooo for now we'll have to make do :(
[ PROGRAMMING & STUFF ]
As they always do, our programmers passed two wonderful months diving deep into the game's code, primarily with our designers, solving big brain problems with smart and applicable solutions...
JK I love our programmers, we most likely wouldn't have nothing if it wasn't for those brave boys
[ SEND-OFF ]
And that concludes our catch up. Needless to say there is a whole lot more stuff going on behind the scenes, that I cannot share for one reason or another. But I hope these issues of Nova's Diary shed some light about what has been going on since November.
See you next month!
Before you go, enjoy this little work of mine :)
