A free tier for those who want to keep track of the project.
A free tier for those who want to keep track of the project.
Hey there, loves 💋 Jesse here, reporting straight from the beach!
While I’m soaking up the sun and perfecting my tan, the team’s been working hard, cooking up something seriously spicy. The newest scene? Oh, it’s bringing the heat. 🔥 Let’s dive into the juicy updates:
That’s all for now, my sun-kissed darlings!
I’ll be back soon with more updates, but for now, enjoy the heat we’re cooking up (both on-screen and under the sun). Stay hydrated, save often, and never underestimate a girl with a neural link and a bikini. 😘
With all my love,
— Jesse & the Project ATMOSPHERE Team
It’s summer — the sun’s blazing, and I should be sipping something cold while daydreaming on the balcony… but instead, I caught myself peeking over Dr.MAD’s shoulder again. What can I say? Old habits die hard.
I was just wandering around when I saw him working like a madman (pun intended) on a super hot scene with Alice for Day 25. His focus, the lighting, the subtle animation curves… and those moans in the background? (Pouts) Let’s just say, your girl got a little jealous.
So I walked right up to him, arms crossed, hips swaying, and said:
“Hello? Remember me? The one you left hanging in a coma?”
We laughed. We talked. And then, out of nowhere, he agreed to do a little interview — just for you, our lovely Patrons. So here it is, straight from the dev cave:
This week, I tackled a tough challenge with the hair physics for the animations in a LEWD scene for Day 25’s event in Alice’s apartment. My obsession with details drove me to ensure the hair moved naturally in sync with the character’s body, enhancing the scene’s realism. Hair physics is tricky—it needs to be fluid yet controlled, avoiding stiffness or exaggeration. I spent hours tweaking parameters and testing setups, which tested my patience but pushed my technical skills. The result feels close to my vision, and it’s rewarding to see it come together.
I’m thrilled with my recent work on the animations for Alice’s Day 25 event. Over the past two weeks, I’ve completed over 40 sequences—individual shots from various angles that will form full scenes, like those in the recent Yui event. With another 40 sequences queued for rendering, I’ve surpassed my previous speed records. This event feels like a breakthrough for our project, with scene composition and animation quality reaching new heights. The level of detail and fluidity makes me excited for how players will experience it.
Animation dominated my time this week, as I focused on Alice’s Day 25 event. Creating over 40 sequences, each requiring precise movements and details like hair physics (as mentioned earlier), is a meticulous process. Ensuring every frame feels immersive and natural takes hours of tweaking and testing. With another 40 sequences in the rendering queue, animation far outpaces writing, rendering, or editing in terms of time investment, but it’s where I see the scenes truly come alive.
I once got completely absorbed in selecting outfits for the main storyline event on Day 25. I fell for a cyberpunk-style clothing set for the protagonist, perfect for the scene’s vibe. But adapting it was a struggle—the outfit was designed for Genesis 9, and converters for Genesis 8 didn’t fully work. Every pose distorted the coat, so I had to create custom morphs in Blender for each one. It was fun to solve creatively, but the time it took was frustrating. Hours vanished as I chased that perfect look, blending excitement with irritation.
My process blends intuition and structure. Reading the script sparks mental images—character looks, environments, or specific assets. If an idea feels vivid, I’ll sketch a quick scene to capture it, which can later grow into a full event. Otherwise, I follow a planned workflow: characters and outfits first, then environment and lighting, and finally posing and composition. This approach, as seen in my work on Alice’s event, keeps me organized while leaving room for creative inspiration to guide my priorities.
Planning an erotic scene starts with an idea, often born from the script and shaped by music, which sets the emotional tone and pacing. I imagine myself as the protagonist to ensure authenticity, a process that can be intense but is supported by my assistants who refine ideas and handle technical tasks. Practically, I design characters and outfits, set up the environment, adjust lighting to match the mood, and pose characters carefully. The final render polishes every detail—animations, textures, and lighting—to align with the initial vision, as I’m doing now with Alice’s scene.
The toughest challenge is balancing explicitness with tastefulness to avoid veering into vulgarity. I strive for scenes that feel organic and emotionally resonant, ensuring events unfold smoothly to maintain immersion. For instance, in Alice’s Day 25 event, I focus on aligning lighting, pacing, and body language with the characters’ emotions, as guided by music (as noted earlier). Getting this balance right—making the scene sensual yet authentic—requires careful tuning, and one misstep can disrupt the emotional connection I aim to create.
I start with a detailed plan to stay on track, but my imagination often takes over, expanding the scene with extra details and branches. For Alice’s current scene, the plan called for 300 static renders and 15-20 sequences, but I’ve already doubled that with over 40 sequences completed. This pattern of overdelivering by 200-300% reflects my structured yet organic approach—planning keeps me grounded, but creative freedom, as sparked by the script (mentioned in Question 5), makes the scenes richer.
Balancing erotic intensity with character development is tricky, and as a first-time visual novel creator, I’m still learning. Early mistakes taught me to tie erotic moments to characters’ arcs, enhancing their personalities and relationships. In Alice’s scene, I ensure the moment reflects her motivations, not just physicality. I’ve reworked earlier scenes, like Susan’s, to better support character growth after feedback (as discussed later). My goal is to make every scene meaningful, and I plan to refine older ones before the final release to strengthen this balance.
I haven’t fully scrapped scenes, but I’ve significantly reworked them when they didn’t fit. For Susan’s arc, her dominant personality felt forced in two early scenes, so I revised them, adding details and player choice to better align with her character, guided by player and colleague feedback. Two other scenes were set aside for further refinement, not abandoned, as I plan to revisit them to ensure they enhance Susan’s storyline and feel cohesive with the narrative.
Cinematic sex scenes are more technically demanding. My recent focus on animations, like those for Alice’s event, involves mastering fluid motion, hair physics, and body language, which are time-intensive and complex. Dialogues with multiple characters, while requiring careful timing for natural flow, are less technically taxing. The leap in animation quality in recent updates (as noted in Question 2) shows where I’ve pushed my skills most, making sex scenes the bigger technical challenge.
It’s hard to pick one, as each update has standouts. In Alice’s Day 25 event, I’m pleased with sequences where hair physics and fluid motion shine, but I struggle to judge my work objectively. I trust players to decide what resonates most—their feedback, like that shaping Susan’s arc (mentioned in Question 10), is invaluable. I’m curious to hear which renders or animations they find most impactful.
The visual style emerges while reading the script, as I visualize the scene’s atmosphere. Music, as I’ve mentioned, guides the pacing and mood, while I adjust lighting and body language to match the emotional tone. In Alice’s scene, I aim for clarity but have faced criticism for weak shadows in darker settings—a challenge I’m addressing. My goal is to create a cohesive vibe, refining details to ensure the scene feels immersive, as I do across my workflow (noted in Question 5).
Feedback from testers and fans is crucial. For Susan’s arc, player and colleague input led me to rework two scenes, adding choice and depth to make them authentic. Other times, feedback has prompted dialogue rewrites or render tweaks to enhance emotional or visual impact. This iterative process, also seen in my response to lighting critiques (Question 13), ensures intimacy scenes resonate and align with the story, reflecting my commitment to community-driven improvement.
(Leans on the frame of the post, winking)
If you enjoyed this format, we’ll totally do the next Devlogs this way — a little Jesse, a little Dr.MAD, and a whole lot of behind-the-scenes heat.
And if you’ve got questions you’d like to see answered, drop them in the comments below or on our Discord server.
Until next time…
Stay naughty, stay curious — Jesse out. 💋
While we’re putting the finishing touches on everything, we’ve also been pouring our hearts (and heat) into what’s coming next — scenes that don’t just move the story forward… they make it pulse.
Every day we’re polishing, refining, and dialing up the intensity — visually, emotionally, erotically.
(And even though the launch is still in progress, I just had to pop in and give you a little taste of what’s cooking. 🔥)
That’s all for now, my darlings ✨
I’ll be waiting somewhere between the code and the shadows of the Mirror…
And maybe — just maybe — saving a scene just for you.
With all my love,
— Jesse & the Project ATMOSPHERE team 💋
Yes, we’re still wrapping things up… but we’re also working hard behind the scenes on exciting new content that we can’t wait to share with you.
Every day, we’re making progress — polishing the details, building new scenes, and expanding the Mirror storyline in a way that we hope will blow you away.
Even though the launch process is still ongoing, I just had to pop in and give you a look at what’s been cooking lately. 😘
That’s all for now, my darlings ✨
I’ll be waiting somewhere between the code and the shadows of the Mirror…
and maybe, just maybe, saving a scene just for you.
With all my love,
— Jesse & the Project ATMOSPHERE team 💋