Walk into the Light

In Proof, you control an ethereal, disembodied spirit who becomes more tangible in light. You begin deep underground and must work your way to the surface. The game will be an atmospheric, puzzle-platformer based on a mechanic of collecting and combining items to create tools you use to manipulate your surroundings.

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We've got a new discoverable note to show you guys today. I don't think we've spoken about the in-game notes very much, although we've shown them off a little bit.The game tells the story through in-game cutscenes, dialogue and the notes you can find. These notes can play a vital role in the story, or just be of interest - there is a combination of essential and non-essential documents. We've tried to keep most or all of the essential story in the cutscenes and dialogue, so that players won't need to read heavily if they don't want to. The notes split into two categories, since a large number of them are related thematically, as loose pages of a book. You can see how notes are stored and displayed here:

The Notes Menu:

So that's the system! The new note took a while to put together (with lots of interruptions). It will appear in the later half of the game, but I'm not gonna say if its essential or just interesting. Here's the progression:

12:00pm - First Draft

After deciding what the note should be (in this case, a security ID) and what details needed to be displayed, we start with a rough draft. In Proof, all the notes are heavily inspired by real world objects, so there is usually a while spent on research. Neither of our team are especially accomplished artists, so reference images are invaluable to creating notes that look and feel real. We then deviate from these as fit.

2:45pm - Font Meddling

The first draft covers the necessary material but looks a little too artificial and doesn't read well. At this point, we might leave the note in the game as is and circle back to improve it later. In this case, we moved straight to improving the draft image. This step involves a lot of trial and error.

5:30pm - Font Finalising and Details

Once we decided on the font choice and moved the design around a bit, it come to adding details. The solid backdrop was a little simple, and the card was too 2D. We put a simple watermark in, and added a dark border to give a little depth. Again, reference images or objects (my driver's license) are useful when something doesn't look quite right or real, but you can't put your finger on why.

7:00pm - Final Product

Finally, we added a little gloss to the image as if it was laminated, and a couple of stains (which tie into where you find it) to bring the whole note together.

Click on any of the images for a larger version. There were a few more steps going back and forth between us with minor changes and adjustments, and you can view the whole album here (http://imgur.com/a/MhXr3#0).

There is a similar process with each of the in-game notes, currently there are a few dozen, and we're adding more all the time. Be sure to follow @vivavolt on twitter for regular updates!

What's on the menu?

What's on the menu?

News 2 comments

Recently we redesigned and rewrote the item menu in Proof from scratch, this is a breakdown of the process that lead to the decision and the implementation...

Design to Desktop - In-Game Computer Systems

Design to Desktop - In-Game Computer Systems

News 1 comment

*Warning: Image Heavy* This week we discuss the design and implementing of an in-game computer system for Proof.

Building a World (Two+ Years Development)

Building a World (Two+ Years Development)

News 1 comment

After two+ years of development, Proof has built its own little universe. Discussed here is a little part of that journey.

Making a Beautiful Menu

Making a Beautiful Menu

News 2 comments

We redesigned the notes menu, to be smooth, usable and pretty.


Loving the ambience - great work!

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Looks cool... reminds me about dreamroom game (upcoming game from iOS).
Will this game comes to mobile (iOS) too?

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zigzag114 Creator

We are not planning to release on iOS, but on Mac, Windows and Linux.

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Voltic Games
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tfw you have no idea if the stuff you draw will actually fit in at all #screenshotsaturday #gamedev #indiegame T.co

Jul 22 2016 by vivavolt

A WIP Shrine, setting the scene #screenshotsaturday #indiegame #gamedev T.co

Jul 15 2016 by vivavolt

It's a science lab, you know, for science. #screenshotsaturday #indiegame #gamedev T.co

Jul 8 2016 by vivavolt

Revisiting old levels #screenshotsaturday #indiegame #gamedev T.co

Jul 1 2016 by vivavolt

#brisbane Any game devs around, GameSpace are looking for your feedback on co-working spaces :) Tiny.cc

Jun 27 2016 by vivavolt

What's making that noise?! #screenshotsaturday #indiegame #gamedev T.co

Jun 24 2016 by vivavolt

Worst part of making a game?

Jun 12 2016 by vivavolt

RT @WritePlay: *Dogs on coffee break* Dog 1: Heard a great joke. Dog 2: Oh yeah? Dog 1: Knock kn- *Dog 2 goes fuckin' nuts*

Jun 10 2016 by vivavolt

RT @BearUNLV: MAKE DREAMLAND GREAT AGAIN #KirbysDreamLandChallenge Vine.co

Jun 10 2016 by vivavolt

RT @vivavolt: Very #meta work on the game right now #gamedev T.co

Jun 19 2015 by iammonshushu

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