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Unity Game Development: 7 Steps to Success from Scratch
Learn MoreThe Path to a New Career in the Gaming Industry
I was educated as an architect, but at some point I realized that my true passion was in Games. Moving into the video game industry was a natural step for me. Architecture and game design have much in common: both professions require a creative approach, attention to detail, and the ability to visualize space. However, games allow me to create worlds that go beyond physical reality, providing the opportunity to realize the boldest ideas. This passion became the primary motivation for my career change. I strive to develop interactive and immersive gaming spaces that will inspire players and allow them to immerse themselves in new virtual worlds. I chose the path of an indie developer because it brings true satisfaction from the work and the results achieved. Initially, I continued to earn money in the architectural field, which gave me the opportunity to develop personal projects in my free time. In May 2021, I realized that game development is not just a hobby, but a real opportunity to make a living. I am confident that this was the right decision, as I can now pay the bills doing what I truly love. Indie development opens a lot of doors for creative ideas and self-expression, and I'm glad I chose this path.

The creative pseudonym Petums arose as a result of long reflection and experimentation. It combines elements of individuality and uniqueness, reflecting my approach to art and creativity. The name has become a symbol of my style and vision. Importantly, such a pseudonym helps me stand out in the art world, creating a memorable image and attracting attention to my work. Petums has become more than just a name, but a full-fledged brand that I develop and promote throughout my creative journey.
Petums is a name I came up with as a child and which has become a significant part of my creative journey. It also serves as the name of my conditional studio. Initially, I considered choosing a different name, but at that time all my attention was focused on development.
The choice of paper as the main material at the initial stage of development was determined by several factors. Firstly, paper allows for quick and easy visualization of ideas without the distraction of technical details that can arise when working with 3D modeling. Architects, with 3D modeling skills, often prefer to use paper for sketching and conceptual diagrams, as it allows them to freely experiment with forms and spatial solutions. Secondly, paper is an accessible and versatile material that does not require significant investment or preparation time. This approach fosters a more creative process in the early stages of development, allowing architects to focus on ideas and concepts before moving on to more complex tools. Using paper in architectural design also helps maintain flexibility and spontaneity, which is crucial in generating original ideas. I have accumulated significant experience in 3D visualization, which has allowed me to gain valuable knowledge in this field. Creating a realistic illusion in 3D is a complex task. My unique paper world, although unusual and fantastical in appearance, has a tangible quality that makes it more appealing than traditional visualizations. I've always wanted to develop a game that would combine elements of handcrafted art, and paper has become one of the key materials that inspires me to create original content.

Development I began my journey with careful analysis and planning. The first stage involved creating a script that defined the main ideas and concept of the project. This was followed by experiments with paper, where we developed prototypes and visualized key elements. At the same time, we studied the engine, which allowed us to understand its capabilities and limitations. These initial steps formed the basis for further work and allowed us to achieve a high-quality result in the final product.
Initially, I focused on artistic experiments, including photographing paper models. Then I began learning Unity, where I developed basic navigation and character movement systems. I actively worked on various aspects of the gameplay, continuously learning and improving my skills. This path of development continues to this day, allowing me to expand my knowledge and apply new approaches to game creation.
The development of Papetura took over six years. During this time, many ideas were rejected, and only in the last year was the author able to fully focus on the implementation of the project. What was the reason for such a long process?
Game development was not initially my main activity. This started as a personal project that eventually became a significant part of my life. While working on the game, challenging moments arose that impacted the development timeline and the content of the game product.
My interest in game design theory significantly impacted the duration of the project's development. Studying this field allowed me to create more intuitive game mechanics. During the work, fresh ideas arose, which I implemented as they were relevant and justified. This approach contributed to a better gaming experience and increased player engagement.
The Unique World of Papetura
Inspired by the beauty of nature, the developers of Papetura created a unique world in which every creature, from insects to fish, plays an important role. The protagonist of this vibrant world is Pape. The origin of this character's image is based on interaction with the environment and the diversity of living creatures, which gives the game a special atmosphere. Pape represents harmony and connection with nature, making him a central figure in this exciting adventure.
I have a real fascination with the bugs that live around us but often go unnoticed. The image of Pape was created through the simple manipulation of a strip of paper, symbolizing his existence in a world made entirely of paper. This approach emphasizes the importance of paying close attention to the natural world around us and its inhabitants, who can be no less interesting than those in plain sight.

Papa is not alone - his Tura, Papetura's loyal companion, plays a key role in the gameplay. Tura not only acts as a companion but also serves as an essential tool for interacting with the game world. The idea for Tura's inclusion in the gameplay stemmed from the need to create a deeper and more engaging experience for players. This character not only helps overcome obstacles but also enriches the story, making every interaction more meaningful. As a result, players have the unique opportunity to explore the world with Tura, making the game more rich and engaging.
Tura accentuates Pape's naivety and playfulness. This small, black, cat-like creature was created to develop the protagonist's character. Including Tura in the game enriches interaction, as the player can interact with the world solely through touching objects. This creates a unique experience that allows for a deeper immersion in the game's story and emotional core.
Papetura features a variety of unique characters. The NPCs inhabiting this paper world were created based on various concepts aimed at highlighting each character's individuality. The designers used original shapes and textures to convey the game's atmosphere and character. Each NPC has its own unique style, reflecting the environment and storyline. This approach allows players to become more immersed in the paper world, interacting with engaging and memorable characters. I approached each creature as a cartoon character, striving to create simple and relatable images. These characters must blend seamlessly into the surrounding world, so their level of detail matches their habitat. Therefore, many of them are based on geometric shapes and represent various animals and insects. This approach allows us to create a unique visual style that is easily perceived by the viewer and enhances the overall perception of the world in which these characters exist.

Game plot Papetura immerses players in a touching story about friendship, mutual support, and self-sacrifice. These key themes are no coincidence; they deeply reflect the personal experiences of the project's creators. The game's core message is to explore human relationships and the value of support as characters face challenges and overcome them together. Papetura offers a unique approach to narrative, allowing players not only to enjoy the gameplay but also to reflect on the importance of mutual support and true friendship in our lives. Papetura's story is distinguished by a unique concept in which the player has no control over the course of events until the very end. This reflects the creator's personal experience of finding ourselves in situations where we are powerless to change anything and can only watch the world around us decay. The climax occurs in the confrontation with the main villain, when the protagonist finds support in friends and undergoes a journey of moral maturity. This story touches on deep themes of loss and hope, creating an emotional connection with players.
Creating and Producing Game Content
Creating games involves a lot of photo shoots, which can result in damage to fragile materials. In such situations, I employed various strategies. First, I used protective covers and special storage containers for materials to minimize the risk of damage. Second, I planned photo shoots with the fragile objects in mind, choosing safe locations and appropriate lighting conditions. This helped preserve the integrity of the materials and ensure high-quality results throughout the game's development.
The process of creating objects involves two key stages: failure and success. My photo shoots and work with paper models confirm this approach. In the beginning, I often encountered difficulties, which resulted in unsuccessful photographs. Sometimes I lacked concentration, and the parts of the models did not stick together well. In such situations, the only solution was to start over with patience and persistence. Every new experience, even a failure, brings you closer to your ultimate goal and helps you improve your creativity.
I conducted all my photo shoots at home. I used professional equipment, including a high-resolution camera and high-quality lenses. Lighting also played a key role: I used studio softboxes and reflectors to create the right atmosphere. The cost of such equipment can vary, but in general, investing in high-quality equipment is worth it, providing excellent results and the opportunity to develop your photography skills.
My room serves many purposes: a photo studio, a workshop, and a bedroom, which requires regular rearrangement of the furniture. My equipment arsenal does not include expensive devices – just a budget camera and simple lighting fixtures. However, I did invest in consumables such as paper, tools, and LEDs. While these things are available, I am convinced that the most valuable thing is time dedicated to the creative process.
Have you kept track of the amount of materials used to develop the game?
I tried to count, but frankly, I can't say for sure. We're probably talking about thousands of sheets of paper, hundreds of LEDs, and several hundred meters of wire.
Learning Unity on my own, relying on guides on YouTube and other resources, was a fascinating, but at the same time challenging process for me. The most difficult stage turned out to be working with physics and object animation. At first, I had a hard time understanding how to properly set up object interactions and create smooth animations.
To overcome these difficulties, I devoted a lot of time to practice and experimentation. I tried various approaches, reviewed lessons, and asked questions on forums, which helped me deepen my knowledge. Gradually, through analyzing errors and searching for solutions, I gained an understanding of key aspects of working with the Unity engine. This experience not only improved my skills but also taught me how to overcome challenges along the way.
The most difficult parts of programming are the aspects that remain unnoticed. Unity can have subtle bugs lurking within the engine itself, making it difficult to pinpoint the root cause of problems. Regular testing and careful study of the documentation are the only reliable solutions. A little luck can also play a role. I continue to find areas of the code that require improvement. Fortunately, programming has become more accessible to beginners, which opens up new opportunities for development and learning.

Hand-designed games often attract attention due to their unique animations using Stop-motion techniques. To achieve smooth character movement in Unity, there are several key aspects to consider. First, it's important to properly set up animations using the Animator and Animation tools in Unity. Optimizing keyframes and using interpolation will help make movements more natural. Second, it's worth considering the use of physics and environmental interactions to make the character react to in-game changes. It's also helpful to use scripts to control the speed and direction of movement, which adds realism. It's important to test animations in various conditions to ensure they are smooth and convincing.
Modern games with hand-drawn elements make extensive use of flat textures based on filmed objects. Interacting with such textures is similar to working with a 3D model and its skeleton. I've come to this conclusion myself, but I also know that many animators use this technique in their projects, whether traditional or digital. This approach significantly streamlines the workflow and saves time, which is especially important in the highly demanding gaming industry.
When using LEDs to illuminate paper sets, the right balance between light and visual effects is crucial. To highlight the beauty of the sets, it's essential to pay attention to the intensity and direction of the light. Avoid excessive brightness, which can distract from the details. Visual effects should further accentuate the unique elements of the set, not drown them out. The optimal combination of light and effects will create a harmonious perception, allowing viewers to enjoy the beauty without excessive visual overload.
Achieving natural lighting was no easy task. To create atmosphere, I used various effects such as sun rays, dust, and glow. Sometimes I got carried away, especially when choosing a color palette. The key to success is to put the work aside for a few days and return to it with a fresh perspective. This helps me spot flaws and improve the final result.
Studying masterpieces of art is not only inspiring, but also allows me to gain a deeper understanding of the basics of color theory. Even when I look at certain locations, I notice that they need some work. I recently released an update in which I reduced the color saturation by 6%. This was an important step in improving visual perception and harmony.

The music in the game was created by composer Floex, known as Tomas Dvorak. You initially planned to license his work, but ultimately decided to collaborate without commercial terms. What do you think attracted him to your project?
I directly approached Floex about his interest in my project. He was likely drawn to the concept and visual style of my work. This is how creative people find each other, which becomes a source of inspiration. It's not who you are that matters, but the ability to find inspiration for developing new ideas.
I met Juraj Mravetz, a talented sound designer, while working on the Papetura project. We already had some references for the sound effects we wanted to use, but Juraj added a unique approach and new ideas. His experience and creativity helped create an atmosphere that fit perfectly with the game's concept. Working with Yurai allowed us to significantly improve the sound design, making it richer and more expressive.
The game's sound effects initially left much to be desired, and Floex and I couldn't ignore this. That's why he decided to introduce me to Yurai, to improve the sound quality and raise the overall level of the soundtrack.

You announced the Papetura game for Nintendo Switch. What steps are you planning to take to adapt the controls for this console's point-and-click controllers?
A Switch version of the game will be released soon, and support for gamepads on other platforms will also be added. This control system has already been successfully tested, and everyone will be able to try it out soon. Initially, I had doubts about adapting the controls, but I came to an important conclusion: the game design requires the player to interact only with objects that are within reach. This approach significantly simplifies the controls. To turn on the light, you just walk up to the lamp and press the A button on the controller. This interaction feels natural and intuitive.
The Future of Development: Thoughts on AAA and Indie Games
You recently won the Excellence in Visual Art award at the DevGAMM Awards, which is a significant achievement in your six-year creative journey. What emotions did this event evoke in you?
The emotions were truly unforgettable. Receiving my first international award was a significant step in my career and significantly boosted my confidence. Having often doubted my abilities, I couldn't imagine that the recognition in the visual arts field, which I had worked so hard to achieve, would bring me such joy and pride. This award was not only a confirmation of my efforts but also a powerful incentive for further creativity and development.
The plot of Papetura is complete, and there are no plans to develop it further. During the ceremony, I noted that the prize would be used to create a new game. I currently have several ideas for a future project. I strive to create a unique gaming experience that will combine an interesting storyline and innovative gameplay. It is important that the new game reflects my creative vision and provides players with the opportunity to immerse themselves in a captivating world. I will continue to work on the concept and will be happy to share more details when they become clearer.
Papetura has concluded its story, and there are no sequels planned. However, I feel that the "paper world" requires more detailed exploration. In my next project, I intend to maintain this stylistic focus while incorporating adventure and platformer elements, similar to A Short Hike or Night in the Woods. The project's concept is still in development, and I'm striving to create a unique experience for players.

Are you going to create a team to develop paper scenery for the new game or do you plan to continue working independently?
I do not have a suitable office to form a team, so at the moment This is impossible at the moment. As soon as the necessary budget appears, I will definitely consider forming a team. Working in a team is wonderful, but it also entails a lot of commitment. However, I am open to collaborating with musicians and am willing to consider joint projects.
Will large AAA studios be able to integrate handmade ideas into their projects, or will this remain the preserve of indie developers? In recent years, there has been a noticeable increase in interest in the unique and authentic content that handmade offers. This trend may push large studios to experiment with unconventional approaches and original artistic solutions. Indie developers have already demonstrated how a personal touch and creativity can create memorable gaming experiences. If AAA studios begin to borrow elements of handmade, this could lead to the emergence of innovative projects that combine the scale and quality of big budgets with the uniqueness and individuality of indie games. The question remains: will large companies be able to transcend their traditional boundaries and truly embrace the spirit of handcrafted work?
The shift to handcrafted work by AAA studios is questionable. These companies have well-defined processes, with roles strictly divided between modelers, texture artists, and animators. Handcrafted work, on the other hand, requires a different approach, which can pose significant risks for large projects. This requires changing the production process, which can impact development timelines and budgets. Therefore, such a transformation can be complex and not always feasible for large gaming studios.
Hand-made graphics, while not new, require a unique workflow and can be a complex and risky move for large studios. It is important to establish close collaboration with professionals specializing in stop-motion animation, which is quite rare. Ultimately, using handcrafted materials remains a matter of aesthetic choice, which may not always be justified in terms of performance and budget.
Do you play modern big-budget games? Which ones do you enjoy? Big-budget projects are becoming increasingly popular thanks to impressive graphics and immersive gameplay. Games with large budgets often offer players unique worlds, interesting stories, and a variety of interaction opportunities. What game has caught your attention recently?
I enjoy anything that evokes strong emotions. I recently completed Hellblade: Senua's Sacrifice, and it was an incredible experience. Unfortunately, I can't always afford big AAA games, so I always wait for sales. Lately, I've been putting together a collection of indie games that I've been meaning to play since I never had the time before. Indie games often offer unique gameplay and deep stories, making them a great choice for fans of quality content.
Given that you're saving all your papercraft designs for exhibitions, the question arises about the possibility of launching a line of collectible figurines or merchandise featuring Papetura and Tura. Perhaps you don't have a large enough community to support such ideas, or you simply haven't considered this option. However, developing collectibles can be a great way to draw attention to your work and expand your audience.
I'm considering releasing an artbook and merchandise, but I have doubts about the feasibility of such a move. Papetura hasn't yet reached the level of popularity to justify such an investment, as it remains relatively unknown. However, in the future, I may consider launching a limited edition product if the project gains greater recognition and interest from the audience.

Tips for aspiring developers
At the beginning of your career, it's crucial to become an active knowledge seeker. Use a variety of sources, such as courses, books, and online resources, to deepen your knowledge and skills. This will help you adapt more quickly to the professional environment and increase your competitiveness in the job market. It's important not only to receive information but also to apply it in practice, which will allow you to consolidate your acquired knowledge and effectively develop in your field.
If you're a solo developer and considering game creation as a way to earn money, keep in mind that it doesn't always guarantee high profits. Success in this field is often like a lottery, and you shouldn't quit your day job at the first sign of failure. Your mental health and financial stability are paramount. It's important to understand that the path to success requires time, effort, and persistence. Focus on improving your skills and market research to increase your chances of a successful project.
According to research by GameAnalytics, less than 5% of independent games achieve significant commercial success. This underscores the importance of being prepared for challenges in the gaming industry and learning from your experiences. Game development is a complex process that requires both creativity and strategic thinking. Success may not come overnight, and it's important to adapt to changing market conditions and actively analyze player feedback. Learn from your mistakes and don't be afraid to experiment to increase your project's chances of success.
In conclusion, I wish you success in your projects. Don't be afraid to make mistakes and strive for continuous improvement. Keep moving forward to new achievements in the game development industry.
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