TO: I almost gave up a couple of times, but I've always set the bar low enough for myself, so I can barely manage to complete the next step. In addition, the work of Studio Ghibli, and even cartoons such as Adventure Time. TO: The previously mentioned The Neverhood and Machinarium, I think, were the biggest inspirations when it comes to games. GR: What other video games, books, or movies, do you think have inspired Papetura? I still wouldn't call myself a programmer, but rather a 'good google searcher.' Programming, on the other hand, is a skill that took me a long time to obtain. ![]() I imagine that people dealing with stop-motion animations are involved in a similar process. It was quite a difficult process, but quite interesting. Each session required detailed planning as each level required over a dozen photos, and if I forgot something, the session had to be repeated. ![]() It required learning photography, building appropriate tools and setups, e.g., the possibility of completely darken the room. TO: The process of transporting paper models to the game was something I had to discover myself. GR: How difficult was the process of transporting your physical paper creations to digital? Was programming something you’ve always done, or did you have to learn it while developing Papetura? When it comes to the shapes of paper models, my passion comes from observing strange creatures, so the fascination with the world of insects and microbiology is my inspiration. Playing with light is something that I started when I studied architecture, so that helped a lot. Not using color made it much easier but at the same time a lot more difficult because it meant that I could not bring out the game elements through the color of the material - only through lighting, and secondly through shape and texture. However, the nature of the paper convinced me more, its characteristic allows me to focus only on form and light when sculpting. Tomasz Ostafin: Paper was the final choice for me to create the Papetura world, although I had plasticine and clay in my mind. What was your inspiration in creating these paper crafts, and was it something you were always passionate about? Game Rant: Papetura features handcrafted paper creations. ▪ SHOW, DON'T TELL - Experience the story without dialogue, told entirely by animation and strange noises.RELATED: Pathway Interview: Bachmann Brothers Talk TinTin, Art Inspiration, and Switch Port Difficulties ▪ RIDDLE ME THIS - Crack the puzzles and learn more about the story and the world. ▪ HEY, LISTEN! - Lose yourself in the beautiful atmospheric music made by Floex - Tomas Dvorak. ▪ PAPER VIEW - Observe tiny insects, strange creatures, monsters, and truly magical locations, all hand-made out of paper. ▪ SHORT & SWEET - Experience 2 thrilling hours of an incredibly unique point-and-click adventure. Let the game transport you into a world of imagination and immerse yourself fully in the paper fantasy as the soft and fragile music of Floex sets the mood for your journey. Papetura is a labor of love and a love letter to both the craft of paper modeling and to old-school adventure games. Muster the courage and face the dark, flaming monsters threatening your paper paradise. Marvel at the simple beauty of the unfamiliar, yet strangely inviting place you find yourself in as you point and click your way through your adventure. Explore the mysterious world shrouded in shadow and light, hand-crafted in its entirety out of paper. Lend your hand to two little creatures, Pape and Tura, whose house is in danger of burning down. ![]() "Papetura offers a delightful world of animated paper", "One of the prettiest handcrafted games I’ve played",
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |