As mentioned last week, we continue to work on the upcoming festival and competition submissions – we have already submitted to BIG Festival, but there are still a few to go! And we are still tying up a few loose ends with business stuff for Ryan’s recent departure.
However, that doesn’t mean we aren’t making substantial progress elsewhere! Among those things moving forward are contracting audio design to overhaul all of the sound effects, and Sean’s completion of a bunch of the additional art assets for A Tofu Tail
Icon Art and the Kitsune’s Mask
Juuuust gonna jump right to the point for this –
The finalized version of the A Tofu Tail game icon has been completed!
We knew we wanted to feature Mr. Tofu in the icon, but felt that just having a square tofu face by itself would be too similar to some other game’s icons out there. So we also included the Kitsune mask worn by the mysterious woman found by Mr. Tofu in the forest.
In the lore of A Tofu Tail, this mask is a relic that is kept by the Nine-Tailed Kitsune, as a symbol of her status as a messenger to the deity Inari and her commitment to carry out his will.
We went through a few iterations on the art, and settled on what you see above.
And in other art news, Sean has been working diligently on several pieces of art for the first cutscene and intro to the game. You should expect to see those soon!
P.S. As usual, they look freakin’ fantastic!
Revamping Sound Effects
Up until now, we have been somewhat neglecting the sound effects / audio design in the game. We created placeholders for most of the interactions, though hastily generated and with no real sense of design other than randomly generating a sound and saying “sounds good enough”. The most detail we spent was on the tofu ‘squish’ sound for when Mr. Tofu moves a space.
This leaves us with very simple bit sounds that actually didn’t fit with the feel of the game, especially after pairing them with the now mostly completed, and specially designed music tracks.
The somewhat jarring contrast here is definitely bringing the players out of the experience a little bit. We need to create more harmony between the narrative, music, and sound. With the lack of experience (and time!) to do this properly, it is a good opportunity for us to look at some contracted work for the first time.
We are still working out the fine details, but we plan to be gladly working with Amanda Rose Smith, a composer and audio engineer that Brolley met at GDC this year, to design (and redesign) a large majority of the sound effects and audio bits within A Tofu Tail!
Definitely, go check out the stuff that Amanda’s has worked on.
We will keep you up to date as this unfolds!
In our next post, we want to jump more into the immersion aspect of the design in A Tofu Tail, and what we are doing with the flow of the menus, UI, and gameplay itself to pull the player more into the worlds of the Kitsune!
Let us know what you think of the new tofu and Kitsune mask icon for the game down in the comments below – cool stuff right? 😀
Until then, keep on ploppin’ everyone!