![]() TO: I think handcrafted games always will appear from time to time. GR: What do you think is the future of handcrafted games such as Papetura? Any plans for a sequel? What about bringing Papetura to other platforms such as Mobile devices, PS5, Xbox Series X, or Nintendo Switch? The only challenge for me was the programming and recording voices for the characters because it also required a lot of learning. We approached making the sounds for Papetura as if it was a movie, and I think it turned out great. Fortunately, Juraj is very experienced and great with special effects, so he knew exactly what to do. TO: This was my first time collaborating with a sound designer. Were there challenges in putting special effects on your paper creations? GR: Juraj Mravec handled special effects for Papetura. Without the sounds, it would be very flat, and the atmosphere would be gone. Sometimes I think that Papetura is just a long music video. Sounds flow and mix with each other to tell the story. The music is a big part of the game, and Floex made it wonderful, not typical for adventure games. Thankfully, our collaboration came into existence, and to this day, I find it unbelievable. I was in love with his style for a long time and didn't imagine anyone else. To be honest, the music made by Tomas Dvorak was perfect. I wanted something avant-garde, experimental, as the game is. TO: Searching for the music that would fit Papetura wasn't easy. GR: Why did you choose Tomas Dvorak to compose the game’s music? And how did his music complement the gameplay? It's rather a statement, a creation that I've always wanted to make. Papetura is really not focused on profit. I think it might be that the game is then treated as a piece of the creator's soul, and also, making the game alone makes it a little bit crazy and unpredictable. When it comes to single developers, I really don't know what draws players to their creations. Only for the last couple of months, I've focused my full attention on game development, and those were the most intense workdays in my life. It all took over 6 years to complete, with many delays, I knew that the game release was only a matter of time. Many initial ideas of the game went to the trash just because the scope of the project would be too much to handle. 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. Was there a point where you thought this project is impossible and almost gave up? What do you think draws players to games made by a single developer? GR: From the behind-the-scenes video you posted on YouTube, I noticed how intricate the whole process is, from creating the paper worlds to programming everything as a video game, which you did by yourself. RELATED: Interview: Developer Tako Boy Aims to Subvert Expectations with Card Battler/RPG Cross Blitz I wouldn't be able to afford it, and also, there would always be some missing language to do. The matter of translations is another thing. Also, I'm not a master of storytelling nor writing, so I would find no joy in figuring out the dialogues. TO: My first thought was to just tell the story without words so that everyone will understand it. 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. RELATED: Pathway Interview: Bachmann Brothers Talk TinTin, Art Inspiration, and Switch Port Difficulties
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