Feel free to get in touch anytime by E-Mailing admin@healingprocessgame.com . Thanks!
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#170. Slowly bur surely...
April 9th 18:32, (Tokyo)

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Continuing in the same vein as the last post, I'd like to let you know that things are coming along well. Slowly but surely, new ideas are being added to the game, and I have finally realise who the true final boss is. I was already working on a 'big final battle', but this new idea goes beyond that. How did I think of this new great idea? I don't know. I was in the bath and it was beamed to me by Alan Watts and David Lynch, I suppose. :)



Sam Louix

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#169. David Lynch's Approach to Creativity
April 8th 13:13, (Tokyo)

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Skipping over the exlpanation of meditation and similar pracices, David Lynch's explanation of what creativity is, and the creative process is very much in alignment with the way I have been making HP:T. I didn't know this until yesterday when I started listening to his interviews for the first time.

He speaks about creativity as a pool beneath the subconcious which is within everyone, but they have to be able to tap into it. The 'dao', or something along these terms. He speaks about enlightenment and it very much reminds me of Alan Watts, who I have also mentioned in this dev-blog.

'Englightenment', as my impression of David's speaking goes is as following; a deep understanding, acceptance and also access to a deep pool of creativity from within. I can't really come up with something more concise or accurate yet, but I think I will be able to in the future.

Something which I have talked about time and time again, because it left an impression on me was the experience of overcoming making anything for attention or financial gain. I was able to relax, and watch the story unravel. I find when truly being creative, it is as David Lynch explains, you send out a hook, a bait, in other words - a concious desire to be inspired, and you watch all of these fishes come in and take the bait. These small ideas gradually add themselves to your project with time. If you get something bad, you don't accept it - but you never throw away a good idea. Using this method, a project will grow with maturity and depth in time, as long as you are patient and willing to understand the ideas that are presenting themselves to you. Thom Yorke also speaks about this, claiming he 'doesn't know where ideas come from', and that they are 'beamed to him'.

This slow method of creativity, this 'mental fishing' and being in await of ideas is exactly how I have been gradually building the story, characters and world of Healing Process: Tokyo. I am relaxed and open to the ideas, not really forcing anything. This is a state of being which took a long time to come around to, and now I can recognise it and see it is how I am working, I can understand people like David Lynch who most people seem to be baffled by. Heck, a year ago I would probably have listened to what he was saying and write it off as pretentious. Time changes a lot of things.

Sam Louix

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#168. New Area (continued).
April 7th 11:17, (Tokyo)

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So after a couple of hours work I've got to this point, I'd still hesitate to call it even 50% done, but here you go.:


I can feel myself coming along as an artist. It's especially helpful to be acting as 'a musician who does some art sometimes'. I'm learning more about lighting, and my favourite colours while drawing. It's fun, and it inspires my music. If I think of music as gradations or blends, or as opposing colours or forces as how they are used in art... it is inspiring to all parts of my creative work.

Great fun ensues!

Sam Louix

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#167. I actually started...
April 6th 15:35, (Tokyo)

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I actually started drawing myself for the main character's portrait, and I actually finished it too. Now I have addressed this before but this is a long blog so I hardly expect everyone to read everything. For this reason I'd like to re-iterate that, although I do find the idea of having myself in a video game appealing, it is not the main reason why I made myself into the main character.

Healing Process: Tokyo is a long project, and starting the project I had exactly zero experience animating. At this point, I consider myself a little more competent at it, but far beyond being able to make effective animations off of the top of my head. For this reason, I knew this game would require a lot of time put into it for the 'actor' of the main character. Charles must be played by someone who doesn't mind taking countless videos of themselves for cutscenes and animations, someone who will take videos in the morning or middle of the night... whenever my creative whim decided to play up. There's nobody other than me who can be bothered to do that, so I took it upon myself.

Here's the rough outline:


I have actually finished it at this point, but I'd rather save it for the game, or at very least the trailer before showing it to you guys. That could change in a couple of days though, since I always need something to upload to twitter... what better than the main character of the game?

Sam Louix

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#166. New Level.
April 5th 11:17, (Tokyo)

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I started drawing a new level today... here's the base.


As time goes on, I have found myself getting better and better at drawing/painting, whatever you'd call it. It's a gift and a curse as of course, I can express myself more, but the previous become inferior than the latter pieces. I have found a way to combat this, which is simply to just make the level and move onto the next one without thinking too hard about it. Then in the last 6 months of production which I will call the 'revamping period', I can make sure all of the pieces of art are up to par with each other within a shorter period of time. This should prevent there being a huge inconsistency in quality. Anyway, here's how it's looking now. I'll update you with it tomorrow.


Sam Louix

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#166. A final portrait...
April 4th 16:56, (Tokyo)

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Sam Louix

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#165. Portraits. post 3 of 3.
April 3rd 21:23, (Tokyo)

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Here's the previous portrait I did of my friend Alex Moukala, a fellow composer and wise friend of mine. He is super talented!
This time I've drawn another one of my friends, Vincent Fallow - versatile voice actor and one of the kindest supporters of the game!



Sam Louix

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#164. More Portraits...
April 2nd 13:35, (Tokyo)

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Here's a look into the place I'm drawing the faces. I have a set size of around 180x180, and whatever fits in there goes. It's a challenge to not make some character's heads way too big or small. It's hard to tell whether something is going to look bad while it's being made, hindsight is 20/20 but... well, too late.


As with the rest of the assets from the game, I kind of leave them 'finished' at around the 80/90% point. That way, when it comes back to the final few months before release, I can touch up all of the assets and keep them all consistent with one another. It's actually beneficial to jump around and work on many pieces at once, in my opinion. You may learn something from one piece of art / one aspect of the game that you want to spread around with the rest. Making everything one piece at a time will reveal the progression of improvement, I think. Now that's not necessarily a bad thing, but having coherent quality in all of the art will be better to keep the player engaged... I think.

Sam Louix

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#163. Portraits.
April 1st 23:52, (Tokyo)

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I have been working on the portraits of characters... As you may know there are 100 that require portraits. Of course that's not where it ends, as main characters require full-body shots. On top of that, there's the 120 monsters I am creating from scratch which makes everything a lot more complicated.


As you can probably tell, these are based on photos of people I know. However, about 30% of characters are drawn from scratch, and there are some free slots left just in case I get funded via Kickstarter, or some other kind of crowdfunding service. These will allow for supporters of the game to be in the game, along with my close friends and fictional characters too. The game's getting big!

Sam Louix

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#162. New illustrator search...
March 31st 12:45, (Tokyo)

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Okay, for today's blog I am going to do something a little different. Let's search for some artists...

Firstly I a going to try to find artists similar to Arnold Böcklin, his art is very inspiring of new worlds, so let's make him the starting point.

After some searching... this guy came up. H. R. Giger.

Well, he's looking like Hannibal Lecter in that photo - let's dive into his work... Oh!!! He was the illustrator of the concept art for Alien! He has some incredible work... Let's try and find some of his lesser known stuff.

Here's what I came across:


I really love Macabre-esque styles, and I really like his cold mechanical mixed with biological work. There are also penises... everywhere!

I am sure there will be an area in the game that benefitted from me looking this up. Well, I am going to go look for some more artists. See you next time!

Sam Louix

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#161. Daily Grind?
March 30th 9:12, (Tokyo)

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Although this seems to be a neverending daily grind, there are ways in which to keep it fresh.

If I were simply making music every single day for the same game, it may be easy to get bored. However, making music, making art, script-writing, programming and level designing are all very different practices - this uses different parts of the brain. Using different parts of your brain should not tire you out, in fact it's invigorating. If you work on all aspects of a game like this, and you're still getting tired out, either the game is very boring or there's a lack of creativity on your end.

So, how do you keep a game fresh and interesting? Well... I don't know if others will find my game interesting, but for me being spontaneous creatively with only a very rough guideline in my head works. Creating art and music almost randomly and working out how it fits later is great. You know when you are 'supposed' to be doing something, but you go off on a creative tangent doing something else? HP:T IS that tangent. Maybe later editing and making everything fit coherently is going to be a bit of a struggle, but that's all good. It's minimal compared to the amount of time I created the game and had fun with it.

Well, that's all for now.

Sam Louix



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