They don't go here but they're cool, I swear.
In this newsletter:

Monthly Dev Update

Integration Automation Feature

Freebie: High Res Fang Character Sheet
Marty
Editor in Chief of the Yearbook
---
Welcome to the Dev Update
If you're intrigued by the characters in the above screenshot, then join the club because I too am pining for their aesthetics and overall
vibes. I'll save the deets on this squad for another time but suffice to say, they make music too. Their demo is pretty chill, it reminds me of early-era Tectonic Shakes, I'll play it for you sometime.
In addition to this cool crew,
there are a whole bunch of new character designs we've got in the works! Should we show them off in a video for you? Respond to this email or talk to us on our Discord if you'd like us to do a feature on our extras!
This month's dev updates are all about seeing Volcano High from a new perspective because
the character and background art team have been drawing up the gymnasium and the student council office! Seeing more of the school come together is deeply rewarding, plus it's nice to see more of where Naomi spends most of her time (aka... the student council office).
The design department's been taking a look at the game's mechanics and creating a thematic throughline with all the interactions.
What else? Integration is back on track (and more optimized than ever), as you'll learn more about in our feature! So! Keep reading!
Oh sorry, didn't mean to ignore you, ini. This month ini took charge of debugging and our localization validation program (whew, that's a mouthful!) Thank you ini, we appreciate you.
---
It's an Integration Automation Celebration!
Let get into how we've streamlined our integration process. Buckle your butts up because I'm about to take you on a friggin journey. Also, for some 101 in case you're already like "I'm lost, bro."
Integration is the process of taking all of the assets our artists have made and putting them into the game (aka integrating them in-engine).
A shot of our Miro board that makes us look like we're singlehandedly causing shortages of red conspiracy thread
The first automation we've added to our process is in the platform Miro: our programmer Jacob developed a script that reads Sweet Baby's Ink script for the "episode" (we internally call game levels episodes or chapters) in question and automatically generates a Miro skeleton from it.
That skeleton includes dialogue, branches, and empty storyboard thumbnails. Originally, our producer Robin did this whole process by hand (he'd copy-paste the script over, shot by shot and draw all the branches...

)
Once that's all set up, we open up our storyboards spreadsheet, which
automatically populates with our storyboard thumbnails and information, and then we assign the different shots and views (more on views later).
You won't catch me slippin' on these storyboard showcases: no spoilers here!
Another automation lurks within this spreadsheet:
once everything has been organized in there, the spreadsheet spits out a field that gets copy-pasted into the Ink script! It's essentially a script annotation with shot calls and other relevant info.

Above is what that script looks like once it's pasted into Ink. This lil script allows all the Unity steps I'll mention later to happen, so we love this lil script.

Well we love all these lil scripts.
Every camera cut is labelled as a new shot; that shot is given a number and referenced by the animators when they do their work. As you can see in the previously-mentioned Miro screenshot, that is
a lot of shots. And with that many shots, you end up with duplicates. Those duplicates slow down Unity and are honestly just a hassle to deal with:
Attack of the Reed/Trish clones. Also don't bring up Fang's giant guitar, they're sensitive about it.
The solution?
Views! No, not the 2016 album by problematic Toronto-representative Drake.
We're using views to classify any shot that contains the same content (ie: background and character) but may use different animations or dialogue. Those shots are assigned a one-time unique View. Each shot is still referenced in the timeline, but think of it as like a "linked image" in InDesign: the system knows how to find it when it needs it, but it otherwise stays out of the way.
We've also got some snazzy new Timeline tools in Unity, like "Ink to New Timeline," which loads up the script information into the scene, and an animation call-up tool that allows you to cycle through all available animations for that particular Spine prefab.
Another neat tidbit?
The timeline that gets generated from the Ink script allots a default amount of time for each shot! This is easy to edit and change as needed, but it provides a nice foundation to build from for whoever is integrating the scene is setting it up (*cough* Saleem).
So much of this process is about... pure, unencumbered trust
Ok. Now that the backgrounds are set, we add the characters.
Within each View, a Spine prefab is added, and then the specific character's skeleton data for the scene is slotted in. Once the animations get imported, the character's pose will snap to where it should be to better emulate the storyboards and what's happening in the script.
What's important is referring to the storyboards and adjusting assets in a way that reflects them best. This is where the manual elements factor in to align with the storyboard: the integrator has to manually scale, layer effects like blur, things like that.
The artsy, fun parts, if you will.
Now it's time for the animations!
There's another Timeline Tool in our GVH Scene Tools called "Try Placing Animations" (aren't we all just trying, Unity!), and this places all the properly named animations into the shots they're associated with. Et voila! A little example (minus lip-sync) below!

Almost the entirety of this process used to be done manually; from importing the Ink script to Miro, to bringing that into Unity, to setting up each shot by hand, it was an arduous and time-consuming process. It introduced human error constantly and was honestly just draining (time-wise... and soul-wise).
So this—among the countless other reasons—is why we love and cherish our programmers.
Hope and Jacob put the majority of these automation tools into place, so let this be a love letter to them. These additions have taken the process of integrating a scene from a week's worth of work to a
THIRTY MINUTE WALK IN THE PARK.
It's no wonder our integrator in chief Saleem is now obsessed with automating everything.
We hope you enjoyed this behind the scenes look at our new integration process!! You can respond to this email or talk to us online (whether it's on our Discord, TikTok, Twitter, or Instagram) about what else you'd like us to show you! Whether it's behind the scenes dev processes or features on the cast of GVH, we wanna hear about what interests you the most so we can show it to you!
PS! Everyone seemed so keen on our Fang Character Sheet that we decided to let our newsletter subscribers have a high-res version

If you end up drawing fan art with this, do give us a tag, will ya?