![]() Sometimes make a 3d model of the structure if it’s very procedural, then print out the design. ![]() After I take the measures of the level prototype, and I begin to make the paper model – choose paper, make molds, refine the design by trying different structures. I start with a prototype of the level, programming all the stuff, and checking the gameplay, but also level dimensions. ![]() It begins with designing the puzzles, story and game mechanics, from there I sketch out the whole game – and that takes a lot of time. Later I’m trying to make game-design adjustments that don’t require remodeling the scene. It means that at the beginning, the game and puzzle design must be spot on. I’m dealing with a paper model as a graphical medium, so that implies that it will be impossible to change the design later on. That’s a o lot of stuff to describe, but I’ll try to condense it a lot. Can you describe all the steps you have to make from start to the end until it’s finished? What part of the process is the easiest, the hardest and most time consuming? Sometimes paper still surprises me, recently I’ve tried to dry-grind the paper, and it was only possible in a small coffee-grinder, and at the same time cocktail-mixer went smoking. It has been 6 years since the start of the development, and I learned a lot of stuff. If I start a new game, I see myself rather in the graphical and design department only, avoiding programming and everything else, that would be a lot more fun. The issue here is that I’m making the whole game, not only the graphical part, that’s why it takes so much more time. It takes a while to make a paper model, but once I’m into modelling trance, it’s quite fun. Would you take the same path if you started creating the game all over again, with all the experience you now have? Would you adjust the process so it takes less time? Papetura is simply beautiful Your game looks stunning, it took hundreds or maybe even thousands of hours to create it. Only exceptions are wires and glue, because I play a lot with LED lights to illuminate some crucial paper elements. That variety was enough to explore, and I stick only with this one medium. Paper comes in many different forms and structures, from modern printing paper to hand-made fibre papers, so there are many kinds to experiment with. I’ve tried to incorporate it as a world-building medium and turned out to be quite delightful material. Paper was part of my life since architecture studies, and use of paper in architectural models. Why did you choose paper in particular? Were there other materials you tried to use for the game? Papetura is a game made entirely of paper, which is very unique. He will walk us through the whole process of creating Papetura, share his sources of inspiration, explain how studies of architecture helped him in the development, and how Amanita games (czech based developer studio) helped to start his game-designer career. I really like such original games, so I asked Tomasz for an interview. ![]() Tomasz had to build it from paper first, then arrange all the lights, make photographs, post-process them in Photoshop and then transfer them to the game engine, where the whole world came to life thanks to animations. Yes - every single level, all the characters, every corner of the game was built from a real paper models. What makes Papetura so original is obvious at the first glance: it’s made completely out of paper. Tomasz has been developing the game by himself for several years now (see official website and Steam page). And I also appreciate when the game is accompanied with a beautiful soundtrack (see Soundtrack Monday for Machinarium, Gris, Seasons After Fall and Unravel).Īll these features are present in a new game called Papetura from a Polish game designer and developer Tomasz Ostafin. Gris, Unravel, Machinarium, Seasons After Fall… In recent years, I’ve been cherry-picking videogames a lot and they have several features in common: they have beautiful game-design and usually are simple platformers or point-and-click adventures.
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