HomeGamesUpdatesPricingMethodology
Steam News12 May 20261mo ago

How was everything done Part 1 - The steps & the tools

Hello my friends! Today, I'd like to share with you the procedure of developing Apopia and the tools that we used.

Full notes

Full Apopia: Sugar Coated Tale update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello my friends!

What changed

0 fixes0 additions5 changes0 removals
  • UI and audio
  • Maps
  • Events
changedBG and UI illustration
changedMusic and sound effects
changedAt this stage, I didn't need every line to be finalized because I wanted the art team and Ricky can begin work earlier.
changedWhile the BGs and UI were done with Photoshop and Clip Studio Paint. And the game engire we used was Unity.
changedThen, when the artworks and implementation are being done, I would begin the process of finalizing the dialogues, and begin working on the step outline (the barebone structure of events and character interactions).

Apopia: Sugar Coated Tale changes

changedBG and UI illustration
changedMusic and sound effects
changedAt this stage, I didn't need every line to be finalized because I wanted the art team and Ricky can begin work earlier.
changedWhile the BGs and UI were done with Photoshop and Clip Studio Paint. And the game engire we used was Unity.
changedThen, when the artworks and implementation are being done, I would begin the process of finalizing the dialogues, and begin working on the step outline (the barebone structure of events and character interactions).

Today, I'd like to share with you the procedure of developing Apopia and the tools that we used.

First of all, the tasks can be broken down into:

  1. Step Outline

  2. Script writing

  3. Design

  4. Level design

  5. Implementation

  6. Character animation

  7. BG and UI illustration

  8. Cut scenes

  9. Music and sound effects

  10. Testing and debug

My plan was to make the development as smooth as possible. I hope that there's no "waiting" for any members in the team. Therefore, I have separated the entire scope of the game into Chapters.

First, I began writing the script for Chapter1. I used a tool called Miro to write the ENTIRE script of Apopia.

At this stage, I didn't need every line to be finalized because I wanted the art team and Ricky can begin work earlier.

For the animations, we used Adobe Animate to handle ALL the character motions.

While the BGs and UI were done with Photoshop and Clip Studio Paint. And the game engire we used was Unity.

Then, when the artworks and implementation are being done, I would begin the process of finalizing the dialogues, and begin working on the step outline (the barebone structure of events and character interactions).

Finally, for the cut scenes, they're done with After Effect. And the Final Boss Battle animations were particularly done in Clip Studio Paint to achieve the unique art direction.

So far, I haven't mentioned alot about the entire team yet.

In the next post, I will begin sharing with you who are the other people that involved in the production.

Showing you the talents that are behind the sugar coat that you see!

onon

Source

Steam News / 12 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.