Just letting you know that we are still alive with a new flipnote studio animation!
Click to play (with awesome sound!)
… or download this gif version:

Happy 2010!
When production of the first prototype began I was asked to write a few in game tracks and some basic sound effects. This time me and Simon had been listening to Yann Tiersens accordions and glockenspiels and felt it would be a nice addition to the music. Old European and Russian cartoons and doll movies served as a good source of inspiration for both music and sounds. I also looked in to how Disney used instruments to create sound effects in their old short films.
A few months later the production of the actual game had started and I was assigned to the project again to create all of the music and sounds. The art had bloomed into this massive imaginative playground of colors, toys and weirdly cute creatures. To have the music keep up with the art, it had to bloom just as much. The first thing I thought of was to add live instruments. Because I’m not a schooled musician I don’t actually play any instrument and rarely us it in my music, but now I felt it was necessary. Luckily I had managed to convince our producer to give me a lot more time than usual, so instead of a few weeks I had months to spend on this project. Therefore it felt safe to start experimenting.
I ran around and borrowed instruments from all my friends and went to toy and music stores to find anything that could make sounds. Accordions, ocarinas, flutes, guitar zithers, glocken spiels, nose flutes, kazoos, toy boxes and so on. With the help of my college Daniel Anttila (who is now the music and sound director for another one of Southends upcoming titles) I even built an instrument out of an old IKEA bench and some guitar strings. I named it Mukon.
With all these new toys, ideas and inspiration I started to record. But because of my lack of skill and practice with many of the instruments (I really had to struggle with some of them) a lot of the recordings were off beat and out of tune. It even sounded like the music was performed by a children’s orchestra at times. I couldn’t help but love it. Maybe because I felt it matched with the “perfect is boring” philosophy of the art. This definitely added the layer that was missing.
Although I got better at playing the instruments the more I struggled, some parts were just too difficult for me to even begin to try. Some instruments just sound plain bad if you don’t have months or even years of practice before, so to solve this issue I took advantage of my network of musician friends. So far I have borrowed the talents of seven other people. I’ll introduce you to the ilomilo orchestra in a later post.
Here is a comparison of a track in two stages. The first clip is the song in a demo stage and the second is produced with live instruments.
ilomilo chapter 1 puzzle select, demo version ilomilo chapter 1 puzzle select, final versionSome very early doodles of cubes, just to get som basic ideas of settings and stuff. Actually, these doodles are probably one of the first things I made for the ilomilo project.

When I look at them now I realise that much of these ideas made it into the game.
Might as well post a screen. This one is from a tutorial level. Here you go:

Yay, Southend christmas party tonight! Warming up by posting these ilomilo animations I made with the fantastic piece of software Flipnote Studios/Ugoku Memo Chou for DSi.
Legendary Face-Window
ilo flying with magic air
If you’ve made anything cool ilomilo-related, please us!
Hello folks! I’m one of the designers here on Southend currently working on ilomilo. I contribute to the overall gamedesign of the game and I am also responsible for designing and creating the levels, so today I’m going to talk a little about the leveldesign of ilomilo.
First of all, how do I build the levels? Well, since the entire game is in 3D and utilizes all sides of the cubes, it’s easiest to use a 3D software rather than pen and paper (Still my favourite tools for leveldesign), so I build the levels using the 3D software “Maya”, which is the same software we use for creating all the 3D graphics in ilomilo. The levels are constructed entirely out of cubes, so it’s much like building stuff out of LEGO. After I’ve built a level, I use a special script to copy the position of all objects in a Maya scene to a text file, which the game reads as a level file. It’s easy when you’ve got the hang of it.
Building levels for ilomilo is quite a challenging task. It’s a 3D puzzle game so it can easily turn very complex and overwhelming. I need to balance the levels so they are challenging, but not ridiculously hard to complete and also (and most importantly), that they are fun to play and contains varied gameplay.
When coming up with level ideas I usually start with the overall “theme” of the level and what cubes it shall contain. Then I ask myself questions like “What is the main puzzle?”, “How can I make the two characters help each other without meeting up directly?”, “How is this level different from the others?”. When I have the idea itself I build the levels in half a day or so.
Apart from all the talented artists at SouthEnd, we have some techie guys. Me being one of them. Simon entrusted the rendering and visual programming to me in this project. In a visually strong game such as ilomilo it’s imperative to have shading and effects which fit seamlessly into the world and enhances the visual style.
The shading concepts were created early in the project and visualized in our first concept movie of the production. The movie was rendered through Maya and used loads of effects. What I needed to do was analyze the movie, separate all the different components and effects used, and finally choose which ones were viable to use in a real-time rendering environment on our target platform(-s).
Breaking down the shading into it’s components will give you an insight in why ilomilo looks the way it does:
Lighting
1. Ambient & diffuse lighting
To achieve the soft base lighting of the scene we use an ambient light and two directional lights for diffuse shading.
2. Rim light & specular lighting
The most characteristic shading effect in ilomilo would probably be the strong “rim light” effect, creating a soft velvet look to objects in the scene. Different materials in the game receive different variations of the rim light, creating a diversity between the objects.
3. Shadows & bumping
Shadows in ilomilo are rendered using shadow maps. An easy way of creating dynamic shadows on a large scene. We chose to use only one lamp for shadow casting creating a feeling of being outside in the bright sun (or moonlight). Bump maps were added as an important element, being enhanced by the strong rim lighting of the objects.
4. Textures
Putting it all together by adding textures, the final result would look like this! The textures in ilomilo contain occlusion shadowing, giving the objects a hint of self-shadowing.
Post effects
Apart from the lighting on the scene ilomilo uses a couple of post effects, added onto the final rendering of the scene. Without post effects the levels can look slightly desaturated and dull, also some depth in the image is lost.
A. Vignette & saturation
To correct the colors, and also create a feeling that the game is being watched through an old camera, we saturate the image and add a vignette. Resulting in something that looks like this.
B. Depth of field
Finally, to create depth in the image, a depth of field effect is added. Objects closer than the focused objects and far into the distance become out of focus using a seperable (2 pass) Gaussian blur. The large filter size (9×9 pixels) gives the effect a smooth look, making the level and scenery blend together nicely.
So, there you have it! The current rendering in ilomilo. But don’t forget that the game is still in development, so expect more cool rendering stuff further into the production!
Oh, and all shaders and effects were created in NVIDIA’s shader IDE; FX Composer 2.5. It’s a great tool in our tool chain, and gives both artists and programmers easy access to tweaking the parameters of all the lighting and materials.