Workforce Ugly is a studio or workshop, as we wish to name it, shaped by 4 entrepreneurs and builders blinded by the romanticism of the indie sport world. It began greater than 5 years in the past when Gerard Singuerlin, the primary stray bullet of this story, was making an attempt to rework some serviette drawings right into a online game.
This man together with his head within the clouds went on to have his first assembly with a programmer however, even with a whole lot of preliminary enthusiasm, Ugly didn’t go ahead… The concepts weren’t sufficient to drive the sport’s improvement, and the encounter ended as a failed try, with Gerard stuffing his napkins in his pocket. He stored dreaming whereas his coronary heart sank as he toiled away as an animator for a mega-commercial F2P sport.
In the future the skies stopped being so grey, and Gerard attracted the eye of one other programmer – David. He noticed in him one other alternative to deliver his concepts out to create one thing. This new duo clicked, and the technician’s obsession with squaring the circle helped the indomitable artist, and little by little, they started to develop the primary prototype.
The central mechanic of the sport is a mirror, and the sport stars a prince who’s as ugly as a potato. Utilizing the mirror, gamers can create a duplicate of the prince, who, effectively, mirrors your entire actions. This mechanic was expanded and allowed for quite a lot of puzzles to unravel. When platforming mechanics had been launched, the sport started to change into very addictive. Designing the mirror mechanics and determining all of the doable methods the mirror may very well be used was a vital step within the course of.
Along with the mirror mechanic, one other key ingredient to fixing puzzles is amassing keys. There have been now two principal mechanics to the puzzle design. When the mechanics had been carried out, we may see how enjoyable they had been working in tandem. Subsequent, we centered on the sport’s story and lore. We additionally knew we needed to focus on round 5 or 6 hours of gameplay, and we needed the artists to give attention to the main points in every room. The sport depends on a whole lot of visible cues, so every room deserved a whole lot of consideration to element. Earlier than beginning manufacturing with the entire workforce, we determined that solely one of the best degree designs would survive. We began playtesting and picked out probably the most enjoyable puzzle rooms, then labored on the storyline.
The sport and workforce behind it was coming collectively, and the clouds round Gerard’s head dissipated, despite the fact that an necessary piece was nonetheless lacking. Gerard and David weren’t accustomed to – and even snug with – pitching their sport to get funding, nor did they even understand how a lot improvement would price. They fulfilled the previous stereotype of introverted sport builders with little want to place themselves on the market. They’d higher relationships with Unity and Photoshop than with actual individuals. Plus, there have been too many palms lacking to have the ability to remodel this little sport into one thing achievable.
That’s after I, Rita Fortuny, got here into the image. At coronary heart I’m an artist, however on the time I used to be working as a undertaking supervisor and artwork director for an e-learning firm. I left every little thing behind, traded in my excessive heels for some trainers, and my enterprise jackets for a Crash Bandicoot t-shirt. Now my pastime had change into my career! I may assist with portray backgrounds, making logos, main the communication. I took the function of the front-woman, and I talked about Ugly in all of the locations that I may presumably consider. We acquired a whole lot of recognition and managed to enter a enterprise incubation programme (Sport BCN). After that, we already knew the scope of the sport, and subsequent could be speaking to publishers to get funding. We had a plan. And what I all the time say is: Higher to have a foul plan than no plan in any respect. I used to be the one driving that plan.
Through the pre-production section, a glow appeared on the street to launch. We thought it was a star or perhaps a treasure chest to be opened. The truth is, it was Jaime Vicente, an artist, and the following member to hitch the workforce. I’ve by no means met somebody so distinctive in my life – he’s a kind of individuals who sees the opportunity of an overflowing glass in an empty glass (or perhaps he doesn’t even see the glass in any respect, however a lovely unicorn). It was the sensibility that we wanted. Ugly didn’t have any visible results (VFX), no fancy lighting – it was lacking that particular glow. Now with Jaime’s inclusion, we had been able to tackle the massive number of duties at hand.
Oh, however another factor. Cash. We didn’t have it but. At this stage, every little thing we did got here out of our personal blood, sweat, tears, and pockets. Then David, our engineer, left the undertaking. Time was tight, I used to be residing on financial savings and so was Gerard. Workforce Ugly was 3 artists with a failed plan proper now. However the battle isn’t misplaced if you happen to don’t hand over.
We managed to lift some cash with the prizes we gained in indie contests and used that to pay a brand new programmer to assist us crystallize a demo. However then he left, rightly so, as we… had no cash once more.
We put out a name for programmers as soon as extra, and it was Francesc Porta who replied, coming to avoid wasting us all from bugs! He was simply as enthusiastic about indie video games as we had been. He was a programmer, however he had an absolute empathy and understanding for artists, and he additionally performed music in a band. He began debugging and iterating mechanics with Gerard continuous. Franc had an unimaginable symbiosis with us.
And impulsively, our pitching to publishers paid off. We met and signed a contract with Graffiti Video games to publish the sport. With their assist, we had been lastly going to make it occur. We may fortunately feed ourselves and reside quietly whereas we end the event of Ugly.
From that second on every little thing grew to become simpler. Composers joined the undertaking in addition to an audio workforce (Jan Fité, Andre Nascimbeni and Pau Busquet). A workforce of unimaginable artists (Nerea AAAA, Miriam Miriam Ocaña, Nerea Cano, Javi Roldán, Javi Chaler and Manel Soto) joined the ranks to assist out. The workforce was full, and the sport was rising and getting higher each week.
With a plan and one of the best teammates we may think about, we spent the following yr ending the sport and, now that we’re about to hit launch day, we’re so excited for avid gamers to expertise all of the laborious work and love that went into making Ugly.
Ugly involves Xbox Sequence X|S and Xbox One on September 14.
Graffiti Video games
On this darkish and twisted fairytale, nothing is because it appears. Discover the desolated recesses of a tormented nobleman’s thoughts as you progress by means of difficult puzzle rooms and topple towering bosses on this reflective puzzle platformer.
Use an revolutionary mirror mechanic to create a shadowy reflection of your self that you would be able to swap locations with to unravel puzzles and make your approach round this depraved place filled with secrets and techniques and awash in tragedy. It’ll take logic and ability alike to outlive this perilous journey of self-reflection.
A deeply stirring narrative is ready to be found as you attempt to untangle the cobwebs obscuring your previous. The mirror reveals all…however beware. Generally, the reality is ugly.