2D (OC) Mira's Art Practice Log

MetaMira

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Sep 14, 2021
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No art today because it's the release day for v0.11 of A Very Full House instead! Rather than write out my whole blurb for the update again I'm just going to point you . The update is free (as usual), backwards compatible (as usual), and awesome (debatable).

Enjoy!
 

MetaMira

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The release of v0.11 has gone fairly well, so I was able to get in some drawing practice! I'm experimenting with Clip Studio's vector lineart tools and working towards a full quality polished piece with this!

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Hopefully I'll be back in a couple days with a fully rendered version of this one!
 

MetaMira

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And as promised, I am back with a fully rendered version! I was having fun with it, so I turned it into a stand-alone comic while I was at it.

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There's nothing too groundbreaking going on in this update, mostly just me getting comfortable with the shading and colouring tools in Clip. The one thing that was very were the text and comic tools - they're a lot more convenient than the GIMP equivalents and make it a lot faster to throw down some dialogue and have it all look reasonable.

My next practice post might be a little bit secretive - I've got plans for a special 250 Patron thank you piece that's going to take some time to finish, but I don't want to spoil the surprise of it. Maybe I'll crop in on one section or massively pixilate it or something and see if people can guess what's going on.

That's all for today!
 

MetaMira

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Something a little strange and non-drawing related today! I had the urge to do something new and writing based, so I started a game of a solo RPG "Thousand Year Old Vampire". You play as a human turned immortal (implied to be a vampire, but any sort of eternal creature will do) and follow them through the centuries as memories slip away alongside their humanity. Of course I've got a porn-y asthetic to maintain, so my immortal - also called Mira, because I'm very creative and clever - was turned into a succubus.

I've done a write-up of my first play session . It's mostly character setup, where we figure out what the mortal life of the character looked like. I'm hoping to play more of this over the next few weeks, if only to give me an excuse to do some creative writing!

In the background I'm working on my patron thank-you drawing, but I've had a few unproductive days so that hasn't changed a ton. Another thing I'm hoping to work on!
 

MetaMira

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The patron poll results for the content of v0.12 are in, and the vote was strongly in favour of a new lewd frame! I've spent a couple days figuring out what I'd like to add, and I've mocked up a few possibilities:

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There's a poll running , you can go over and vote on which option you'd like to see added next!
 

MetaMira

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I played some more "Thousand Year Old Vampire" today, and decided to mix that in with my practice sketches. So for today we have a look at what she looks like at the start of the game as a fledgling succubus.

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Today's session upped the body count significantly. Go read the full play description !
 
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MetaMira

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The patron vote for which new frame they wanted added came back in favour of an upskirt crotch view, so I've been buy working on that. A series of productive days took it from concept art to finished and rigged model quite quickly, here's a preview of what it will look like!

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Now I'm onto drawing all of the clothing items that are needed for this frame. After that I'll see about adding some more effects that can be tied directly into some events: a masturbation hand, some wetness effects, etc.
 

MetaMira

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I've been making good progress on the new frame for A Very Full House and hope to have it fully in game in the next day or two. I've got some previews of that over on Discord, but I have something else I wanted to share today.
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In my spare time I've been working on a bit of patron thank you art in celebration of passing 250 patrons. Backgrounds are something I've never felt strong at, so I'm really happy with how this has turned out so far! When I've got some more drawing time I'll add in all the fun bits that go in front of the background!

Oh, and "Thousand Year Old Succubus" gameplay, for anyone who's curious about that. We've advanced a hundred and fifty years or so, so I'll have to be sure to do a new character drawing for my next play session.
 

wojmmirg

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I've been making good progress on the new frame for A Very Full House and hope to have it fully in game in the next day or two. I've got some previews of that over on Discord, but I have something else I wanted to share today.
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In my spare time I've been working on a bit of patron thank you art in celebration of passing 250 patrons. Backgrounds are something I've never felt strong at, so I'm really happy with how this has turned out so far! When I've got some more drawing time I'll add in all the fun bits that go in front of the background!

Oh, and "Thousand Year Old Succubus" gameplay, for anyone who's curious about that. We've advanced a hundred and fifty years or so, so I'll have to be sure to do a new character drawing for my next play session.
Woah! that piece of background shows a huge upgrade in quality compared to what is in the game right now. Its kind of wild how much your skill has developed in just a year compared to the start of this thread, think the steady development really shows a healthy level of commitment which is a good sign in terms of the potential longevity of the game, I don't think its too uncommon to see devs here who burnout pretty quick or have really fluctuating levels of productivity.

Seeing this thread also makes me think you might be in a fairly unique position, over the years it feels like there is a pretty small proportion of devs/teams who actually create their own original art for their games and for those few that do it seems like they came into the start of developing games from an already well established background of creating hentai/art (the first example of this that pops into my mind is the progenitor for alot of trainer/corruption games: Akabur). But your art has really developed alongside side it so far! I wonder if that's an advantage too since the development of your art style may potentially be influenced by the idea that its going to be used in a game instead of separate non-interactable pieces of media.

This get a thumbs up from me anyways, looking really forward to future updates!
 
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MetaMira

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Woah! that piece of background shows a huge upgrade in quality compared to what is in the game right now. Its kind of wild how much your skill has developed in just a year compared to the start of this thread, think the steady development really shows a healthy level of commitment which is a good sign in terms of the potential longevity of the game, I don't think its too uncommon to see devs here who burnout pretty quick or have really fluctuating levels of productivity.

Seeing this thread also makes me think you might be in a fairly unique position, over the years it feels like there is a pretty small proportion of devs/teams who actually create their own original art for their games and for those few that do it seems like they came into the start of developing games from an already well established background of creating hentai/art (the first example of this that pops into my mind is the progenitor for alot of trainer/corruption games: Akabur). But your art has really developed alongside side it so far! I wonder if that's an advantage too since the development of your art style may potentially be influenced by the idea that its going to be used in a game instead of separate non-interactable pieces of media.

This get a thumbs up from me anyways, looking really forward to future updates!
Thank you, this was really nice to read! Having a firm use case for what I'm drawing certainly helps, and there ends up being a feedback loop between the two halves of development (art vs. writing/programming). I can write events that purposefully obscure things I'm weak at (hands, for example) and focus in on things that I have strong techniques for (physics driven boobs). Eventually I want to write events that need art that I'm weak at, and that motivates me to practice and improve much more than just generically "wanting to be good".
 
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MetaMira

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It's Easter, which means it's my once-a-year opportunity to combined hot bunny girl costumes with corrupted religious values! I wasn't going to pass up on that, so I started in on some practice art featuring everyone's favourite MILF/main character. Here's a look at the current WIP version, just after laying down the flats:

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I've added some really quick highlights here to try and give a sense of the materials and shapes, but for some bits the shading is going to be the really important bit. I chose a particularly challenging pose with her giving herself bunny ears, because it both introduces a ton of foreshortening to her arms/hands and needs the fingers to be legible to make sense as a gesture. I don't think I nailed it, but it's something I'm getting better at with time.

That's me for today, be back in a couple of days with more art updates!
 
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MetaMira

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My finished bit of art is a few days late for Easter, but it's close enough that I'm going to call it a win! Enjoy a MILF-y Easter bunny!

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I'm still familiarizing myself with all of the tools in Clip Studio. I took some extra time on this to figure out a non-garbage background, and I think it turned out alright!

I also made good use of a "rendering" phase for this drawing, finalizing the line art and the shading and then fiddling with the image as a whole. If you compare this finished piece with the WIP version posted a couple of days ago you'll see some big differences in her face, elbows, and hair. The better thing to do is to just draw it right in the first place, of course, but knowing what it should look like is half the challenge!

In other news, I'm rapidly speeding towards the release of v0.12. I hope to have it ready in two days, although it's possible that will slip if major bugs float to the surface during testing. The largest feature is the new upskirt frame, along with some updated events to make use of it.

That's all for now! See you in a couple of days!
 
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MetaMira

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Quick update for people: I've got v0.12 finished and I'm giving Discord members a chance to comb over it to find bugs before making an official release. I'll be doing the full post with screenshots and a feature write up tomorrow.

If you want to help out with debugging, or you just cannot wait for the update and you're willing to deal with crashes, and hang out!
 
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MetaMira

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I'm back with my promised official release of AVFH v0.12! You can read the full patch notes and grab the official download links

Whew, now I can catch my breath a little and do some planning for the next update!
 
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MetaMira

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I found some time to play more of my running solo "Thousand Year Old Vampire" game. I started off with a sketch of my succubus (Currently known as Chastity - yes, it's very ironic) as she looks around the year 1350, having been alive now for about a hundred and fifty years.

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You can read the full play session if you're interested in a dark story of lust and murder.
 
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MetaMira

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I've started work on v0.13, but I also found some time to squeeze in some practice art! Here's a WIP look at a piece of Firebrand art I'm working on!

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In other news, I'm nearly finished with my patron thank-you! Since we're so close to the milestone I'm going to be releasing it when A Very Full House hits 300 patrons (rather than the 250 that it was originally planned for). We're sitting at 293 right now, so if you've been now's a good time to do it!
 
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MetaMira

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I've been putting most of my spare drawing time into my patron thank-you special piece of art, but I can't show that off - it's a surprise for when we hit 300 patrons (296 right now, we're SO CLOSE). So instead I've got some quick character proportion sketches to share! The goal here was to see how the ratio of head:torso:limbs impacts how tall/thicc a character is perceived to be.

Initial Sketch: Drawn without a mannequin; these seem to be the proportions I default to.
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In other news, I've been hard at work on v0.13 of A Very Full House! The last two days have been dominated by code updates: There are updated Control mechanics to help make space for the new sex chores, a new sex record system to keep track of how many times you've done various acts with people, and a proper mod management screen that allows you to enable/disable mods without having to actually delete files entirely.

With that code work done I should be able to turn my full attention to writing new content!
 
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MetaMira

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I squeezed in some time to work on my current bit of practice art. I laid in the proper flat colours, roughed in the shadows, and did some background work. Next drawing session will be smoothing out the shadows, adding highlights, and adding some finishing touches.

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That's all for today! Back in a couple of days, probably with an update to this bit of art!
 

MetaMira

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True to my word, I'm back to deliver the finished Firebrand backyard art!

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I'm going to squeeze this into a phone-background aspect ratio and fit it into A Very Full House as an unlockable background.

In other news, I'm still working on the new sex chore events for v0.13. I've been struggling with some writers block, so progress on that has been slow. I think I'm through the worst of the block and expect productivity to pick up over the next few days.
 

MetaMira

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I was indeed through the worst of my writers block! I've been getting some good work done on A Very Full House the last few days. Most of my time went into coding and writing - I really need to get v0.13 out the door soon - but I also found some time to do some art practice. I've just got some very work-in-progress sketches to show off, but hopefully I'll have time to flesh them out soon.

First, a concept sketch of the preppy rich girl NPC I'd like to add in v0.14:
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And second, a two-phase Cheerleader sketch.
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That's all for today! I'm finishing up content for A Very Full House v0.13 and hope to have it ready for release soon - May 3rd is looking like the most likely release day.