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'The Lacuna team is CTNX-bound! 

We don't have a table this year, but If you come across one of us at the convention, feel free to ask for a special Lacuna postcard!

Each card features the artwork below, a collaborative effort from our background artist Diogo Cambrian, and character artist Josh Wong.

The Lacuna team members attending CTNX are:
-Gwyn Conaway 
-Amilton Macêdo
-Josh Wong
-Maria Kercher
-Anastasia Owell Castle
-Alex Hadfield'
'Our key animator Maria Kercher has transformed Haro into a witch for Halloween!
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#halloween #art #witch #broomstick #pangolin #lacuna #indiegame #indiedev #cartoon'
'Part of the Lacuna team was able to meet up while Alex from Manchester UK is here in LA. Josh, Delly (our extended Lacuna family ♡), and Gwyn are spending their day off enjoying #Halloween #Disney!'
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Josh here, character designer and animator. In stark contrast to Haro's fluid and carefree walk cycle (which we posted a few weeks ago), the ticketmaster's walk is uniform and reserved, some would say "stuffy". To help nail down the animation, I spent a lot of time walking alongside my mirror, trying to emulate her up-tight movement. Acting out a characters movements in real life is essential to a good animation! (no matter how silly you look, acting in front of the mirror) #games #gaming #videogames #characterdesign #visualdevelopment #gamedev #conceptdesign #conceptart #art #environmentart #characterart #lacunathegame #moonrakerstudios #environmentdesign #painting #illustration #steam #steamgreenlight #indiegames #gameart #gamedesign #unityengine #madewithunity #2dscroller #adventure #Girlpower #2Danimation #Jogo #Aventura #Designpersonagens #gif #walkcycle
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A draft of our opening train car in motion. While Haro's parents sleep on the train home, she wanders off in search of a good sunrise view. ~ And maybe some sweets on the side. ^_- ~ The final lines are complete and it is looking ornate and gorgeous. We seriously can't wait to share! ~ This beaut is from our environment lead, Amilton Macêdo - Art ♡ ~ #games #gaming #videogames #characterdesign #visualdevelopment #gamedev #conceptdesign #conceptart #art #environmentart #characterart #lacunathegame #moonrakerstudios #environmentdesign #painting #illustration #steam #steamgreenlight #indiegames #gameart #gamedesign #unityengine #Designpersonagens #2dscroller #adventure #Girlpower #2Danimation #Jogo #Aventura
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LACUNA: Haro Animation Process
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Here's a process gif of the postcard for CTN-X shared yesterday!

The Lacuna team is CTNX-bound!

We don't have a table this year, but If you come across one of us at the convention, feel free to ask for a special Lacuna postcard!

Each card features the artwork below, a collaborative effort from our background artist Diogo Cambrian, and character artist Josh Wong.

...

The Lacuna team members attending CTNX are:
-Gwyn Conaway
-Amilton Macêdo
-Josh Wong
-Maria Kercher
-Anastasia Owell Castle
-Alex Hadfield

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Our key animator Maria Kercher has transformed Haro into a witch for Halloween!
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#halloween #art #witch #broomstick #pangolin #lacuna #indiegame #indiedev #cartoon

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Part of the Lacuna team was able to meet up while Alex from Manchester UK is here in LA. Josh, Delly (our extended Lacuna family ♡), and Gwyn are spending their day off enjoying #Halloween #Disney!

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Hey everyone! Gwyn is LIVE NOW on Twitch streaming 3D modeling in Marvelous Designer - come hang out!

https://www.twitch.tv/moonrakerstudios

#twitchcreative #livenow #streaming #3dmodeling

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Another of Diogo Cambrian's beautiful environments drawing. #Inktober #Sketch #environmentdesign

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Second Inktober today is from Maria Ferreira Kercher, our key animator for the cutscene :D #Inktober #drawing

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Hi! Maria here! Some of the artists are participating in Inktober this year and I will be sharing their lovely art through October :) First one today is from our animation & environment artist Diogo 'Cambrian' :D

#inktober #sketch

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STREAMING LIVE: Lacuna's volunteer cinematic colorist is working on the opening scene right now. Come get a sneak peak at our intro, and chat with the writer and art director in the chat!

https://www.twitch.tv/moonrakerstudios

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STREAMING LIVE: Gwyn is finishing up an illustration for the new book The Story We Wear, and invites you to watch her stream, ask questions, and engage with professional designers. The stream is live now on our Twitch channel!

https://www.twitch.tv/moonrakerstudios

#streaming #twitchcreative #costumedesign #indiedev #illustration #livenow #livestream

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Akili here, bringing you something from Diogo and Alex!

This is a background from the beginning of the game. The player will be able to catch glimpses of the mountains flitting past the train's windows while exploring its interior.

From the get-go, we knew we wanted to create rich environments that supported our characters. Everything has a reason and a purpose for existing, and the BGs are no different.

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The climate of the land of Kaigal is hot and very dry, but deserts aren't just sandy emptiness. Personal experience visiting places like Joshua Tree National Park and the Alberta Badlands helped us to think about the desert as a living place.

And we wanted a little drama, too. The sometimes surreal landscapes of Monument Valley, the Chiricahua sky-islands, Cappadocia, Turkey and the Andes mountains helped us visualize Kaigal's dry environment imaginatively, but still grounded in reality.

On the list of things to do to get into art, make sure to add and underline "go exploring!"

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Gwyn here!

Yesterday's Twitch stream was really awesome! This is how far I got on the piece I'm working on for The Story We Wear, the book I'll be paneling for with my co-authors in November at CTN. You can find out more at The Talking Threads.

Special Chat Guests:...
Akili Pomian, writer
Kai and T, research volunteers

Our Twitch will be having a wide range of artists streaming live regularly, all involved in our studio. If you're curious about how the magic happens, come check it out. :)

https://www.twitch.tv/moonrakerstudios

#twitchtv #streaming #artstreaming #creative #2danimation #gamedev

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The greats aren't the only animators that like to play with costumes! Gwyn here~ I may be art director for Lacuna, but I'm also the costume designer, and knew early on that I wanted Josh to have a real pair of Haro's signature harem pants to play with in real life.
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Although Haro's pants are made from a buttery silk called "charmeuse" in the game world, I decided it would be best to use a more structural fabric for Josh's pair. This polyester allows for Josh to freeze mid-m...otion and study his pose, while actual charmeuse would naturally puddle.
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This fabric lets Josh see more structural light and shadows too. Although it doesn't behave like the actual fabric we've designed for Haro's harem pants, it provides him with more important tools. In a month or two, when we start doing final animations for her, I will build Josh a better pair out of silk charmeuse so he has a complete range of visual aids.
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My MFA thesis critique was conducted by Kate Bergh, the live-action costume designer for Disney's Hercules and Pocahontas feature animations. With seasoned industry techniques in my bank of tricks, we are ambitiously pursuing fabric movement, asymmetrical design, and costume evolution throughout Haro's journey.
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#bts #2danimation #indiegames #gamedevelopment #animation #costumedesign

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Lacuna, 2016 Moonraker Studios Josh Wong tries out his Haro harem pants for the first time to some sick beats.
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We received another piece of fan art last week and couldn't be more grateful for everyone's enthusiasm for our humble game <3 Thanks Anonymous! We love how you've drawn our Haro!

#gameart #fanart #lacuna #indiedev

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Wow ! One of the very first fanarts we received from of our main character Haro ! Isn't it cool !?
Done by Jú Serra Art

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Jú Serra Art
July 5

Essa é a Haro do projeto do namorado o jogo Lacuna pelo https://www.facebook.com/MoonrakerStudios!
This is Haro she's from the boyfriend project th game Lacuna by the https://www.facebook.com/MoonrakerStudios!

Josh here, lead animator.

When traditionally-animating for a video game, it's best to avoid fully rendering animations right away. Having rough animations in early development allows us to quickly find out what isnt working with the movement, and how we can tailor the animation to the actual gameplay.

For example, let's say we created a beautifully polished animation of Haro crawling. Such fluid movement, yay! But put it in the game engine and suddenly we find that she needs... to be lower to the ground to avoid obstacles... time to go redo that entire animation.
Creating "roughs" helps us avoid these painful situatuins.

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Lacuna - a hand-drawn adventure game about a girl with an unbreakable spirit, and a spirit with secrets. Magical and haunting. For dreamers, by artists.
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