New Blog Post: Status Report HERO: Week of 12.28
(via https://sasugastudios.com/blog/status/25-12-28-hero-status.html)
Hey everybody! New year end blog post on the current status of HERO to check out!
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New Blog Post: Status Report HERO: Week of 12.28
(via https://sasugastudios.com/blog/status/25-12-28-hero-status.html)
Hey everybody! New year end blog post on the current status of HERO to check out!

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New Blog Post: Status Report HERO: Week of 06.22
(via https://sasugastudios.com/blog/status/25-06-22-hero-status.html)
Hi, I've got a new blog post! Talking about current status of character art.
New Blog Post: Status Report HERO: Week of 12.29
(via https://sasugastudios.com/blog/status/24-12-29-hero-status.html)
New blog post everybody! HERO's year end status
New Blog Post: Status Report HERO: Week of 09.15
(via https://sasugastudios.com/blog/status/24-09-15-hero-status.html)
New blog post everyone, we've reached another milestone! All background art has been finished! Now it's time to move on to character art.
Behind the Themes: Relationship Tapestry
Read this blog post on sasugastudios.com
Hello and welcome to the third issue of Behind the Scenes Themes! Today I'd like to discuss relationships between characters.
What I see as the greatest strength of visual novels as a medium is their ability to center and showcase relationships between characters. The typically dialogue heavy text combined with a focus on character art allows this to excel. For HERO, I wanted to take advantage of this strength not just for the primary relationships between the protagonist and the route characters, but for all characters in the story, even those with small parts.
There are around fifty characters in HERO that are named and receive character art, along with a smattering of others that exist just for the sake of a particular scene. Of those fifty, twelve are the main cast (each with their own page in the character section). These are the protagonist, his two sisters, his two guy friends, and the seven route characters.
What I wanted to do is to have relationship development not just between the protagonist and the route characters, but between all of the main characters. They work together as pilots in the same squadron so their relationships are crucial to their ability to function as a team. That means that, while the relationships between the protagonist and the route characters are still the most significant, the dynamic between all members of the team receives attention in the story. With twelve characters, that results in sixty-six relationships that get explored in some fashion (n*(n-1)/2 where n=12).
The rest of the fifty characters are supporting cast members. They are a mix of family members, school staff, and assorted others. Their relationships also receive attention, though only for those that matter to the story, because otherwise we'd be trying to keep track of over a thousand connections. There's interaction between instructors and students, between characters that have a shared past, and so on.
Expanding on that, the family dynamics of each of the main characters are the most important relationships outside of those within the squadron. I wanted to give attention to these relationships to show their significance in contributing to how the characters came to be who they are in terms of personality and relationship style.
To recap, the main themes of HERO that are present independent of content are:
(1) a story driven primarily by setting rather than by plot or characters.
(2) character routes where the style of relationship is what differs rather than the events that unfold.
(3) attention to a broad tapestry of relationships rather than focusing exclusively on those between the protagonist and route characters.
Next time, we'll delve below the fold into content-based themes, while trying to avoid getting into specifics that are intended to be revealed in the course of experiencing the story. Stay tuned.
Nick

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Behind the Themes: Character Routes
Read this blog post on sasugastudios.com
Hello there!
Welcome back for the second issue of Behind the Scenes Themes. This week we're talking about character routes. There are two points I would like to make about how I thematically conceived of the character routes in HERO.
Firstly, many visual novels have character routes, where the story splits at some point based on the choices made by the player and follows a path typically focusing on building a relationship with one of the central characters. HERO is no different.
Character routes can cause the story to unfold in wildly different ways, or they can stick largely to the central plot. For HERO, I opted for the latter. The overall thrust of the story and the main events are the same no matter of which of the seven character routes the player chooses to follow. Where the differences come into play is in the small details. Rather than seeing the character routes as different branches, I conceived of them all as a singular 'trunk', albeit one that is thick and allows for lots of variation within itself.
Secondly, as far as the routes themselves are concerned, rather than make the events vary significantly, I opted to focus on how the style of relationships could differ.
Each character route centers its focus on one of the seven 'heroines', as is the parlance, but how that relationship unfolds is wildly different from person to person. While several of them do develop in a romantic direction, others do not. The type of relationships include friendship, camaraderie, and the upperclassmen-underclassmen (senpai-kouhai) dynamic. Each route is therefore unique not in the events of the story, but in how the central relationship grows in response to said events.
That's all for now. Next time we'll be back with the basics of another of HERO's underlying themes.
Nick
Behind the Themes: Setting Driven Story
Read this blog post on sasugastudios.com
Hi!
As I near the finish line on background art and transition into drawing character sprites, I thought I'd finally put the 'behind the scenes' category to use and talk about the themes present in HERO. I'll be avoiding specific spoilers, but these posts will give clues into what drives the development of the story.
Welcome to the first issue of Behind the Scenes Themes.
Of the core themes that have been present in HERO since its inception, the most central one is one that doesn't pertain to the content of the narrative itself, but to how the story is presented. But first, a brief bit of background. In the first few years of early development (2011-2013) I was working on my masters of arts in experiential graphic design. EGD is a subset of design that focuses on graphic design in the built environment, combining graphic design with architecture.
In 2013 I was putting together my thesis, which was about storytelling in the built environment. My thesis explored how to use the built environment (i.e. architecture) to tell a story. I used Alice in Wonderland as an existing story so I could focus on the thesis without also having to create a story too, but at the same time I wanted to create a story of my own. HERO is that story.
I see storytelling as having three main pillars. There's the plot; there's the characters; and there's the setting. We see stories considered plot-driven. We see stories considered character-driven. But we rarely see stories considered setting-driven. It's not as though they don't exist, but they're much less common. As an architect, I saw this as an opportunity to try and make a setting-driven story. I wanted to tell a story where the narrative is driven by the setting, continuing my thesis work.
The world around us is a huge factor in how we live. Your room, your home, your neighborhood, your city, your country; the physical portion of it is major. How much of a person's personality and relationships are impacted by the material world itself? A person's relationship with the world, the setting, can be as important as their relationships with other people.
This was one of the reasons I spent so much of the early development time in creating the setting. I designed the city of Takeizumi down to a minute degree in order to create a living, breathing world that drives much of the narrative. There are entire parts of the city that will never be seen in the final game, but still impact the story.
For an example of how this affects the story framework, I know exactly how long it takes for each character to get to school, whether they walk from the on campus dormitories, or from nearby houses, or from further away. I see where characters encounter each other, where they are likely to cross paths. I know how long it takes to travel between any two locations, which informs how long conversations that happen along the way should be.
Inside the narrative itself, the way the city of Takeizumi is laid out, how it has grown, what changes have occurred, are all commented on by characters and inform their decision making. What they do during free time stems from what amenities are easily accessible. The city supports just about every service, so residents don't have to travel far for anything that isn't highly specialized.
HERO has a bunch of other themes that I will illustrate in future posts. I hope that at least some of them come across as intended in the final game. Look for more posts in the weeks to come.
Nick
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New HERO blogpost covering the past year of development and plans for the upcoming year
sasuga studios is a doujin circle for visual novels & anime stories
New blog post! I've been lax in making these, but am going to try to do a monthly one now that I'm back in art asset production.
Nearly all models for backgrounds have been brought into twinmotion with materials, lighting, and other details added. Moving forward I will be working in photoshop to finalize.
Some time ago I drew up badges for all the school clubs at Nagareboshi

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Here are a few more various interior background WIPs.
I love how the lighting is turning out in this background image WIP
HERO has quite a lot of restaurants so here's a sampling of their interior background WIPs.
For today's background image WIP post, here are a bunch of various shop interiors.
Here are some background WIPs of various places throughout town.

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Here's another group of background WIPs, this time around the theme of Shizen Shrine.
Since I'm hoping to post on tumblr more, here are some of the background WIPs I've made for HERO over the past few months.
They start with a base modeled in SketchUp, which is then brought into Twinmotion to add materials, lighting, landscaping, and various decor elements.
The last step will be exporting images and making the final touches in Photoshop.
The first group here are various outdoor shots at parks and beaches.