A Hello From the Maker of Artemesia
Hello, Tacticians. My name is Minyoung Lee, AKA Mocha. I'm a developer from Korea who’s been a part of the [i]Lost Eidolons[/i] development team from the very beginning. I'm happy to introduce myself to all of you today before I write the next Dev Log, coming later this week! [b]What do I do?[/b] I conceptualize and create content for the world outside of battles, known as the "metagame," in [i]Lost Eidolons [/i]and[i] Lost Eidolons: Veil of the Witch[/i]. This includes quests, training, shops, “rapport”, UI, and more. Additionally, I’ve handled a variety of important tasks such as putting spears in soldiers’ hands, putting horses into the stables, and pasting wanted posters all over the camp. It’s fair to say I’ve have had my hands on pretty much everything players experience outside of battle at least once. ![Изображение из объявления Steam]() [b]When did I start making games?[/b] I joined the development team in 2018, but before that, I had already created indie games on my own. Starting in 2016, I released several games such as "Charlotte's Corridor" and "Mistry Fantasia" on the Google Play Store, and some of them garnered a considerable number of downloads. Though they might not have the greatest art, UX, or writing, those projects taught me that with enough creativity and perseverance, [i]someone[/i] will appreciate your work – a valuable lesson for any young creative person. As I grew more experienced, I wanted to create more ambitious, high-quality games. So I used the work I’d done as a portfolio and joined a larger studio, where I was tasked with conceptualizing how to present our game world. ![Изображение из объявления Steam]() [b]What games do I enjoy as a player?[/b] Glancing through my Steam data, it seems I spend most of my time on strategy and simulation games. I was particularly devoted to [i]RimWorld[/i], spending close to 1,000 hours constructing settlements and experiencing both joy and frustration. I've also cleared all achievements in [i]Slay the Spire[/i], achieving Ascension 20, and I'm a huge fan of titles like [i]Sid Meier's Civilization[/i] and the [i]Danganronpa[/i] series. Outside of PC, I'm also a fan of anime-style games. At the moment, I’m playing a lot of [i]Genshin Impact[/i] and [i]Honkai Star Rail[/i] (and spending a little too much money to unlock characters), to add some spice to my life. ![Изображение из объявления Steam]() [b]Thoughts on [i]Lost Eidolons: Veil of the Witch[/i][/b] The [i]Lost Eidolons[/i] series is very important to my story as a game developer. They’re the first games I've been involved with from inception to release as part of a larger team, and to say I’ve learned a lot would be an understatement. My goal moving forward is to improve my skills in everything I work on, including metagame content, UI/UX, character art, and more. With [i]Veil of the Witch[/i], I believe we can streamline what made the first game fun, eliminate things players found tedious, and in so doing, create a game that connects with players more deeply . [b]What games do I dream of making?[/b] To me, an enjoyable game is one with an immersive world. I appreciate games where the characters aren’t simply there, but are integral parts of the setting. Players' imaginations are often richer than developers', and I love settings that leave room to imagine what might live in the margins. To create worlds like that, you don’t necessarily need massive amounts of text or complex systems like [i]Baldur's Gate 3[/i] or [i]Disco Elysium[/i]. Games like [i]VA-11 HALL-A[/i] and [i]Papers, Please[/i] are great examples, and [i]13 Sentinels: Aegis Rim[/i] plays in a similar space, while taking it further with amazing presentation and art. I’d like to create a world that captures the imagination that way. Beyond that, questions like genre or IP don’t concern me as much; it could be a sequel to [i]Lost Eidolons[/i] or something entirely new. ![Изображение из объявления Steam]() [b]Parting thoughts[/b] Now that we’ve gotten to know one another a little better, I hope you'll come back and read by dev blog, where I’ll share more about the metagame and overall flow in [i]Veil of the Witch[/i]. Specifically, I’ll be talking about how the camp system in [i]Lost Eidolons[/i] came to be, and how we’re changing things up this time around. Stay tuned! Minyoung/Mocha
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https://store.steampowered.com/app/2530490/Lost\_Eidolons\_Veil\_of\_the\_Witch/
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