• How 2 Snoot It Up: Part 3 – Writing

    By Senator Anon Once you have your ‘Why’, your characters, a story outline, and a team that won’t go Nuts! and kill you, it’s finally time to put pen to paper for your script. For a project like Snoot Game or Wani, the writing is the most important part. To help you, I’d like to…

  • Feedback requested! -Exit 665 UI proposal-

    Hello, paychads! Below is an internal proposal regarding Exit’s direction for UI. We wanted to run these ideas by (you), and ask for your own feedback and opinion. Please read and leave your thoughts in the comments below. One of the current big roadblocks in our programming-artistry development path is everything related to UI. Since…

  • How 2 Snoot It Up: Part 2 – Human Capital & Getting your foot in the door

    By Michael Yick Game development is a unique sector of work due to its lack of regulation, lack of hard capital requirements, and thus ease of start by anyone. The good part of this is that you don’t need credentials or permission from anyone to get started and the bad part is that you’re potentially…

  • Exit 665 development update #1

    By Senator Anon I’m very excited to finally be able to talk a little about our next project, Exit 665. Exit was actually meant to be our next project after Snoot Game, but we had to put development aside to develop and release Wani. In my opinion, this ended up being a very positive development…

  • Wani animation files release

    This contains archives of the source files for all the major animations in the game. Not just including source art files, but also video editor projects and various unseen cut/behind the scenes content, some that weren’t included in the artbook. Requires CLIP Studio to open basically every art file, Vegas Pro 19 or higher (Though…

  • Behind the scenes of Wani’s animation

    By Senator Anon, with video examples made by Multi Anon One of the most impressive features in Wani that sets it apart from most other visual novels is the usage of hand-drawn animated cutscenes. Our lead artist had set a goal for us to try and reach around five minutes worth of animation, and led…