Crew Ugly is a studio or workshop, as we prefer 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 remodel 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 loads 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.
Sooner or later 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 replica of the prince, who, properly, mirrors your entire actions. This mechanic was expanded and allowed for quite a lot of puzzles to resolve. When platforming mechanics have been launched, the sport started to change into very addictive. Designing the mirror mechanics and determining all of the attainable methods the mirror may very well be used was an important step within the course of.
Along with the mirror mechanic, one other key factor to fixing puzzles is accumulating keys. There have been now two principal mechanics to the puzzle design. When the mechanics have been carried out, we might see how enjoyable they have 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 loads of visible cues, so every room deserved loads of consideration to element. Earlier than beginning manufacturing with the entire workforce, we determined that solely the very best stage designs would survive. We began playtesting and picked out essentially 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, regardless that an vital 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 know the way a lot improvement would value. They fulfilled the outdated 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 folks. Plus, there have been too many fingers lacking to have the ability to rework 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 mission supervisor and artwork director for an e-learning firm. I left every thing behind, traded in my excessive heels for some trainers, and my enterprise jackets for a Crash Bandicoot t-shirt. Now my interest had change into my career! I might assist with portray backgrounds, making logos, main the communication. I took the position of the front-woman, and I talked about Ugly in all of the locations that I might presumably consider. We acquired loads of recognition and managed to enter a enterprise incubation programme (Recreation BCN). After that, we already knew the scope of the sport, and subsequent can be speaking to publishers to get funding. We had a plan. And what I at all times say is: Higher to have a nasty plan than no plan in any respect. I used to be the one driving that plan.
In the course of the pre-production section, a glow appeared on the highway to launch. We thought it was a star or possibly a treasure chest to be opened. The truth is, it was Jaime Vicente, an artist, and the following member to affix the workforce. I’ve by no means met somebody so distinctive in my life – he’s a type of individuals who sees the opportunity of an overflowing glass in an empty glass (or possibly he doesn’t even see the glass in any respect, however a gorgeous unicorn). It was the sensibility that we would have liked. Ugly didn’t have any visible results (VFX), no fancy lighting – it was lacking that particular glow. Now with Jaime’s inclusion, we have 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 thing we did got here out of our personal blood, sweat, tears, and pockets. Then David, our engineer, left the mission. Time was tight, I used to be residing on financial savings and so was Gerard. Crew Ugly was 3 artists with a failed plan proper now. However the battle isn’t misplaced in the event you don’t quit.
We managed to lift some cash with the prizes we received 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 keen about indie video games as we have 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 unbelievable symbiosis with us.
And unexpectedly, our pitching to publishers paid off. We met and signed a contract with Graffiti Video games to publish the sport. With their assist, we have been lastly going to make it occur. We might fortunately feed ourselves and dwell quietly whereas we end the event of Ugly.
From that second on every thing turned simpler. Composers joined the mission in addition to an audio workforce (Jan Fité, Andre Nascimbeni and Pau Busquet). A workforce of unbelievable 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 the very best teammates we might think about, we spent the following 12 months 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 exhausting work and love that went into making Ugly.
Ugly involves Xbox Sequence X|S and Xbox One on September 14.
Ugly
Graffiti Video games
$19.99
$17.99
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 way of difficult puzzle rooms and topple towering bosses on this reflective puzzle platformer.
Use an modern mirror mechanic to create a shadowy reflection of your self that you may swap locations with to resolve puzzles and make your approach round this depraved place stuffed with secrets and techniques and awash in tragedy. It is going to take logic and talent 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. Typically, the reality is ugly.