We are thinking of a Kickstarter campaign for early next year (2019) to test the idea of the game. We’re not working with any publisher at the moment. Funding an Indie Game in 2018Īre you working with any publishers for the game or crowdfunding? It’s really hard to develop a 3D game with just a hand of people. I would say no at the moment, I don’t consume horror movies anymore. Instead of the ocean, you will descend into the dark places of the world.ĭo you think you’ll ever go back to that Horror idea after Unbound? So I tried to apply that approach in the game. You don’t have any light and there are sea creatures lurking in the dark. It’s a journey from the surface to the bottom of the ocean, giving you a claustrophobic feeling as you descend. For level design, I’m inspired by the conceptual album Pelagial by The Ocean. Architects influenced the portal mechanic for me. Sometimes I also listen to commercial music, I really like Dua Lipa now. But sometimes I need to stay in silence when I need to be more focused or I have a hard task. I’m a huge metal fan and I listen to all kind of bands when I’m working. Is there any music you particularly go for while working on Unbound? ![]() Lots of people link specific music to their working process. It’s always cool when games go outside the standard gaming world for inspiration. There’s this thing in another Architects Video that looks kind of Unbound… Top: Unbound: Worlds Apart, Bottom: Doomsday – Architects Also, Unreal Engine is cool, so we choose it as an engine even if it’s a 2D game. We decided The environment would now only change in the portal. When I saw a clip from a band called Architects on YouTube for a song called “ Gone With The Wind” and they had this massive bubble behind them. Quickly we realized that 3D requires lots of resources (time/money/people) to make so we put the project on the shelf. We also wanted to learn Unreal Engine, we thought FPS Horror would be the right genre for the game. Making an environment that effects you would be a nice idea to explore in the game. It was around spring 2016 when we came up with the idea. Was this driven purely by practicalities? ![]() The game started life in 3D, then progressed into a 2D. If you care about the story it will trigger other emotions. For some there will be an accomplishment, for others the exploration part will trigger some emotions. I hope it’s not frustration! (laughs) Every person will be different. If you had pick one emotion for players to take away from Unbound, which would it be? But for the moment, let’s say that is just a cute face trying to help his own world. ![]() Sergiu Craitoiu : I can’t say too much about the character right now but you will find more in the game about his past. We spoke to Sergiu Craitoiu about developing Unbound, it’s early builds, influences, and the realities of funding an indie project.Ĭliqist: Is there an unspeakable horror behind the protagonist’s hood? Or a cute face? What lurks behind that mask? While it’s still early in development, the game has garnered attention for its unique feel and atmosphere. Upbound: Worlds Apart is an upcoming highly-stylised puzzle-platformer from Alien Pixel Studios.
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