If you have seen the video, you already know what I’m referring to. Undoubtedly, imagination is one of the strengths of this game, but what truly makes it shine is the mastery in its creation. Why should a sheet of paper be as big as an insect? Why are there dolphins at a certain point? Ostafin has poured all his creativity into creating such a unique setting, not just because it is made of paper. The world of Pape is difficult to define. Moreover, he can rely on the valuable help of Tura, a small magical creature that resembles a cat. There are many obstacles, but our Pape is determined and patient. Pape will have to face the challenge of fire. Seven years of hard work, which can be seen in the video below: The development studio behind Papetura is Petums, primarily composed of Tomasz Ostafin, a solo developer from Bytom, Poland, who came up with the idea of creating a video game entirely made of paper. Originality and the message conveyed are the final points that, when combined with the aforementioned aspects, allow a product to be defined as a work of art. Talent and passion, along with technical abilities, give rise to carefully composed and balanced visuals, a skillful and, above all, creative use of lighting, and an impressive attention to detail, including the sound design. The skill of the developer and their collaborators, combined with their strong dedication, are clear signs of a creator at work, intent on crafting something magnificent that stems from an almost obsessive commitment. Why is Papetura a work of art?įirst and foremost, it is due to the technical aspect. Original, elegant, and at times disturbing, it is a true work of art entirely made with paper, a material that is easy to manipulate, cut, and join together with simple glue. It is a point-and-click video game created in a blend of stop-motion and skeletal animation, and it is the most bizarre title I have seen in a long time. Papetura, released for Mac and PC on May 7, 2021, is an artistic experience inspired by classic video games like The Neverhood and Machinarium, with a particularly refined touch, where visual and auditory elements intersect to bring forth a clever and original puzzle game. He escapes the “cage” with ingenuity and patience and goes to save his world. The game was being made for many years, inspired by old classic games like The Neverhood, Machinarium, movies of studio Ghibli, and fascination with architecture and paper sculptures.5 min read. The team consists of the creator Tomasz Ostafin (Petums), music artist Tomas Dvorak (Floex), and sound designer Juraj Mravec.
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