Ugly: How Indie Hardship Created One thing Stunning

Group Ugly is a studio or workshop, as we wish to name it, fashioned by 4 entrepreneurs and builders blinded by the romanticism of the indie recreation 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 along with his head within the clouds went on to have his first assembly with a programmer however, even with a number of preliminary enthusiasm, Ugly didn’t go ahead… The concepts weren’t sufficient to drive the sport’s growth, 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 recreation.  

Sketches of enemies in Ugly.
Sketches of enemies in Ugly.

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 carry 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 a wide range 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 potential methods the mirror could possibly be used was a vital step within the course of.

Along with the mirror mechanic, one other key component to fixing puzzles is accumulating keys. There have been now two principal mechanics to the puzzle design. When the mechanics have been applied, we might see how enjoyable they have been working in tandem. Subsequent, we targeted on the sport’s story and lore. We additionally knew we wished to focus on round 5 or 6 hours of gameplay, and we wished the artists to concentrate on the small print in every room. The sport depends on a number of visible cues, so every room deserved a number of consideration to element. Earlier than beginning manufacturing with the entire crew, we determined that solely the perfect stage designs would survive. We began playtesting and picked out probably the most enjoyable puzzle rooms, then labored on the storyline.

A diagram of the game's world and puzzle locations.
A diagram of the sport’s world and puzzle areas.

The sport and crew behind it was coming collectively, and the clouds round Gerard’s head dissipated, despite the fact that an essential piece was nonetheless lacking. Gerard and David weren’t accustomed to – and even comfy with – pitching their recreation to get funding, nor did they even understand how a lot growth would value. They fulfilled the outdated stereotype of introverted recreation builders with little want to place themselves on the market. That they had higher relationships with Unity and Photoshop than with actual folks. Plus, there have been too many palms lacking to have the ability to rework this little recreation 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 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 occupation! I might 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 might probably consider. We bought a number of recognition and managed to enter a enterprise incubation programme (Recreation 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 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. 

Ugly screenshot

Throughout 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. Actually, it was Jaime Vicente, an artist, and the subsequent member to hitch the crew. I’ve by no means met somebody so distinctive in my life – he’s a type of individuals who sees the potential for an overflowing glass in an empty glass (or possibly he doesn’t even see the glass in any respect, however a phenomenal 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 have been able to tackle the massive number of duties at hand.

Oh, however yet one more 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 undertaking. Time was tight, I used to be residing on financial savings and so was Gerard. Group Ugly was 3 artists with a failed plan proper now. However the battle just isn’t misplaced when you 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.

Ugly screenshot

We put out a name for programmers as soon as extra, and it was Francesc Porta who replied, coming to save lots of 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 abruptly, 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 stay quietly whereas we end the event of Ugly

From that second on every thing turned simpler. Composers joined the undertaking in addition to an audio crew (Jan Fité, Andre Nascimbeni and Pau Busquet). A crew of unbelievable artists (Nerea AAAA, Miriam Miriam Ocaña, Nerea Cano, Javi Roldán, Javi Chaler and Manel Soto) joined the ranks to assist out. The crew was full, and the sport was rising and getting higher each week. 

Ugly screenshot

With a plan and the perfect teammates we might think about, we spent the subsequent yr ending the sport and, now that we’re about to hit launch day, we’re so excited for players to expertise all of the exhausting work and love that went into making Ugly.

Ugly involves Xbox Collection X|S and Xbox One on September 14.

Ugly

Xbox Live

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 progressive mirror mechanic to create a shadowy reflection of your self which you could swap locations with to resolve puzzles and make your approach round this depraved place stuffed with secrets and techniques and awash in tragedy. It’ll take logic and talent alike to outlive this perilous journey of self-reflection.

A deeply stirring narrative is ready to be found as you try to untangle the cobwebs obscuring your previous. The mirror reveals all…however beware. Typically, the reality is ugly.