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Unfortunately, I do not have much of anything flashy to show you for this weekly progress report, because most of the work has been in the planning stages. However, I believe it may be useful to elaborate on my workflow for VAM scene creation, both for me to better organize my ideas, and for you to perhaps make your own VAM content.

This first week of work has been devoted to brainstorming, and what I would call asset collection and creation. Obviously, every scene begins with the simple idea itself, but it's also necessary to couch and restrict those ideas to what is actually possible to accomplish within the constraints posed by VAM, (which are many!). Once I have a broad outline of the kind of scene I wish to create, I begin to collate any relevant freely licensed models available. This initial dump of assets will allow me to triage my efforts, and ditch unrealistic concepts. A major goal of mine is to rely less on premade assets, but for now I am trying to strike a balance. In particular, I always want my scenes to feel that at least the usage of premade assets was transformational.

There are two elements which, in my opinion, are the bread and butter of a good VAM scene, and demand substantial effort before the "scene" even exists.

  • Arousing and unique character atoms
  • A visually appealing and thematically relevant setting

Some might argue with the second one, but I think we can universally agree to the first. In MILF TRAP I spent a lot of time tinkering with the mother character, and her variations, because frankly if she wasn't striking, and thematically appropriate, then the scene was already DOA. Getting the characters right is integral, and there are some creators who I feel could be successful based on their stunning character design alone (PetaZwega comes to mind).

Considering my priorities listed above, you can guess what I have been working on this week. I have finished one additional character (I kind of don't want to spoil who; a mystery villain?!), and I intend to complete one more (a mystery heroine?). Additionally, I have started work on the environments of RR2. Assuming I get something satisfactory from my work, you can expect RR2 to have a setting which was constructed (that is to say, 3D modelled), using a workflow that to my knowledge has never been implemented into a VAM scene. I hope this method will make the scene feel more "comic booky."

That's all for this week. I expect to have a mockup of the scene finished by next week. Cheers!

P.S. For the love of God all I want is drag-and-drop and copy-and-paste functionality for "Trigger Actions."

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