Alfonso Caparrini joined us to discuss NODE, a timeline-based 2.5D puzzle platformer set inside a top-secret Soviet nuclear complex, talking about his stylistic influences, the game's unique mechanics, and future plans.
Introduction
Hi, my name is Alfonso Caparrini, and I'm the developer of NODE. I've loved computers and video games since my first encounter with a ZX Spectrum nearly 40 years ago. Growing up, I went through many different phases with the computer. I started with programming, then graphic design, and eventually, I narrowed my focus to CGI, which combined my love for technology, art, and storytelling while staying true to my passion for video games.
I was fortunate enough to find my place in the animation industry as a Lighting Artist, of which I have been a part for more than 20 years. This includes 15 years at Pixar Animation Studios, where I was able to work on many highly acclaimed movies. Meanwhile, I continued to be an avid gamer and witnessed the video game industry's impressive evolution in technology, art, and creativity. Each year, the gaming experience felt increasingly cinematic, often even surpassing traditional movie experiences.
One day, while talking about this evolution with a colleague, he recommended I give Unity a try, so I could see for myself how a videogame engine actually works. I did, and I loved it. It took me back to those days when I was a kid and everything was new. There was a completely new world of things to learn and discover and an infinite potential to create. Ironically, creating my own game became the most fun game of all. I invited my best friend to join me, which ultimately led to the creation of NODE.
About Lapsus Games
Lapsus Games was born 6 years ago when my partner Ramon and I started exploring Unity. Although the studio officially consists of just the two of us, we had plenty of help along the way. We're fortunate that, coming from the animation industry, we've had the opportunity to work with many like-minded, talented people who were always willing to lend a hand when we needed it, whether it was with rigging, concept art, or animations, to name just a few examples.
As for our day-to-day operations, I guess what they say is true: you really do have to wear many hats. My partner and I continue to focus on our areas of expertise and divide the rest of the responsibilities based on who's most eager to take it on... or who dislikes it the least.
Inspiration & Tools
The idea for NODE originally came from a headline in The Huffington Post right after the disaster in the Nuclear Plant of Fukushima, which read "Robots are dying in Fukushima so people don't have to". It discussed how humans couldn't safely enter the area, so robots were sent to perform basic tasks. However, the radiation levels were so high that even the robots ended up "dying". It struck me as an interesting topic to tackle, especially in an era of advancing AI.
And why, with today's trends, am I doing a 2.5D platformer... I found myself humorously asking that very question every other day. It certainly hasn't made things easy. Ultimately, we dedicated all these years of work to it because we believed in the story we were telling. And though this genre isn't trendy, it was the best vehicle we found to convey our story. In my experience, gamers value originality and authenticity. In the end, what truly matters to us is that NODE's journey feels immersive, compelling, and captivating to the people it resonates with.
Since my partner and I both work in animation, the visual style is heavily influenced by our industry experience. We created a relatable, likable character and stylized sets while grounding the game in a pseudo-historical reality. We aimed for an aesthetic that is both appealing and mysterious, capturing the bleakness and solitude of the environment. I know that for many, their first reaction is that it reminds them of Inside, which, for us, is a huge compliment, as we both love that game. As a lighting artist, I understand that the reaction to our visuals is based on the use we make of fog and volumetric lighting. While it's true that Inside is the game that most prominently uses those photographic techniques, in movies, we use them every day. So, for me, it felt only natural to create the images in that way. Hopefully, once people have the chance to experience it, they'll discover that NODE is unique in its own way.
My partner, Ramon, has designed, modeled, and textured every last bit of the game. For inspiration, he has been buying books on the subject of Soviet architecture and photography for years, so everything that is represented in the game has been inspired by actual Soviet design.
We primarily use Blender and Substance 3D for asset creation and Unity as the game engine. We supplemented this with other free tools like Gimp and Inkscape for graphics, as well as Trello and TeamGantt for production tracking.
Gameplay
Unlike a traditional platformer, in NODE, the player doesn't have direct control over the character's movements. Instead, you plan the character's movements using a Timeline of commands to navigate between checkpoints. This mechanic is grounded and justified within the story, but we believe it also offers several advantages. First, in NODE, every environment has been handcrafted to support its backstory. With all the planning and action happening prior to the character's movement, once you execute the timeline, your attention can be focused on what’s told through the scenery. Second, by removing the need for dexterity and quick reflexes, we hope to make the game more accessible to a diverse audience who might not typically play puzzle platformers. With a strong emphasis on the narrative, our players can explore the story at their own pace without rush or punishment.
The blueprints in NODE, which play the role of maps, are stylistically based on architectural industrial designs. They help you plan your next steps and will also serve as a record of all the things you have been uncovering as you progress. This gives the player more detailed information about the Nuclear Plant and its place in history for those who want to dig deeper into the lore.
Future Plans
Honestly, I take it one day at a time. As an Indie developer, handling the business side of things is just as important as the creative process, but it can be overwhelming to do both things at once. With NODE's unique concept and main mechanic, we try to showcase it whenever we can and promote community engagement through our social media platforms.
Winning last year's Best Indie Game at The Game Development World Championship (GDWC) certainly helped boost our visibility, as well as our motivation. After 6 years of working in our own bubble, it was very encouraging to see the positive reactions and feedback.
I also make a point of being available to our community via Discord, where I'm always happy to hear about players' experiences or help someone troubleshoot a bug.
Our plan is to make NODE available to as many players as possible, so we're working towards a simultaneous release on last-gen consoles and PC. We're now focused on delivering a polished experience from day one, ensuring that players can fully immerse themselves in the story without interruptions, whether they're in for a full day or a few weeks of play.
As we near the final stages of production, it gets harder and harder for us to find the time to post updates, but without a doubt, any significant progress or milestone will be announced on our X/Twitter and Discord. Feel free to check out the material already posted there, follow us on X/Twitter, and join our Discord.
You can check out the game on Steam and wishlist. It really helps.
Thank you very much for the opportunity to share our project, and we hope people enjoy NODE as much as we do.