{"id":35109,"date":"2023-09-13T17:00:00","date_gmt":"2023-09-13T16:00:00","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/ugly-how-indie-hardship-created-something-beautiful\/"},"modified":"2023-09-13T17:00:00","modified_gmt":"2023-09-13T16:00:00","slug":"ugly-how-indie-hardship-created-something-beautiful","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/ugly-how-indie-hardship-created-something-beautiful\/","title":{"rendered":"Ugly: How Indie Hardship Created Something Beautiful"},"content":{"rendered":"<div>\n<p>Team Ugly is a studio or workshop, as we like to call it, formed by four entrepreneurs and developers blinded by the romanticism of the indie game world.\u00a0It all started more than five years ago when Gerard Singuerlin, the first stray bullet of this story, was attempting to transform some napkin drawings into a video game.<\/p>\n<p>This guy with his head in the clouds went on to have his first meeting with a programmer but, even with a lot of initial enthusiasm, <strong><a href=\"https:\/\/www.xbox.com\/en-US\/games\/store\/ugly\/9PFLS87CLD7P\"><em>Ugly<\/em> <\/a><\/strong>didn\u2019t go forward\u2026 The ideas weren\u2019t enough to drive the game\u2019s development, and the encounter ended as a failed attempt, with Gerard stuffing his napkins in his pocket.\u00a0 He kept dreaming while his heart sank as he toiled away as an animator for a mega-commercial F2P game.\u00a0\u00a0<\/p>\n<figure class=\"wp-block-image size-full\"><figcaption class=\"wp-element-caption\">Sketches of enemies in <em>Ugly<\/em>.<\/figcaption><\/figure>\n<p>One day the skies stopped being so gray, and Gerard attracted the attention of another programmer \u2013 David. He saw in him another opportunity to bring his ideas out to create something. This new duo clicked, and the technician\u2019s obsession with squaring the circle helped the indomitable artist, and little by little, they began to develop the first prototype.\u00a0<\/p>\n<p>The central mechanic of the game is a mirror, and the game stars a prince who is as ugly as a potato. Using the mirror, players can create a copy of the prince, who, well, mirrors all of your actions. This mechanic was expanded and allowed for a variety of puzzles to solve. When platforming mechanics were introduced, the game began to become very addictive.\u00a0Designing the mirror mechanics and figuring out all the possible ways the mirror could be used was a crucial step in the process.<\/p>\n<p>In addition to the mirror mechanic, another key element to solving puzzles is collecting keys. There were now two principal mechanics to the puzzle design. When the mechanics were implemented, we could see how fun they were working in tandem. Next, we focused on the game\u2019s story and lore. We also knew we wanted to target around 5 or 6 hours of gameplay, and we wanted the artists to focus on the details in each room. The game relies on a lot of visual cues, so each room deserved a lot of attention to detail. Before starting production with the whole team, we decided that only the best level designs would survive. We started playtesting and picked out the most fun puzzle rooms, then worked on the storyline.<\/p>\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" loading=\"lazy\" width=\"1773\" height=\"1476\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/sites\/2\/2023\/09\/puzzle_overview-edc47de67199079ca684.jpg\" alt=\"A diagram of the game's world and puzzle locations.\" class=\"wp-image-196010\"><figcaption class=\"wp-element-caption\">A diagram of the game\u2019s world and puzzle locations.<\/figcaption><\/figure>\n<p>The game and team behind it was coming together, and the clouds around Gerard\u2019s head dissipated, even though an important piece was still missing. Gerard and David were not accustomed to \u2013 or even comfortable with \u2013 pitching their game to get funding, nor did they even know how much development would cost. They fulfilled the old stereotype of introverted game developers with little desire to put themselves out there. They had better relationships with Unity and Photoshop than with real people. Plus, there were too many hands missing to be able to transform this little game into something achievable.\u00a0\u00a0<\/p>\n<p>That\u2019s when I, Rita Fortuny, came into the picture. At heart I am an artist, but at the time I was working as a project manager and art director for an e-learning company. I left everything behind, traded in my high heels for some trainers, and my business jackets for a Crash Bandicoot t-shirt. Now my hobby had become my profession! I could help with painting backgrounds, making logos, leading the communication. I took the role of the front-woman, and I talked about <em>Ugly <\/em>in all the places that I could possibly think of. We got a lot of recognition and managed to enter a business incubation programme (Game BCN).\u00a0After that, we already knew the scope of the game, and next would be talking to publishers to get funding. We had a plan. And what I always say is: Better to have a bad plan than no plan at all. I was the one driving that plan.\u00a0<\/p>\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/sites\/2\/2023\/09\/screenshot05-765ea6fc537502b2b4b4.jpg\" alt=\"Ugly screenshot\" class=\"wp-image-196011\"><\/figure>\n<p>During the pre-production phase, a glow appeared on the road to release. We thought it was a star or maybe a treasure chest to be opened. In fact, it was Jaime Vicente, an artist, and the next member to join the team.\u00a0I have never met someone so unique in my life \u2013 he is one of those people who sees the possibility of an overflowing glass in an empty glass (or maybe he doesn\u2019t even see the glass at all, but a beautiful unicorn). It was the sensibility that we needed. <em>Ugly<\/em> didn\u2019t have any visual effects (VFX), no fancy lighting \u2013 it was missing that special glow. Now with Jaime\u2019s inclusion, we were ready to take on the huge variety of tasks at hand.<\/p>\n<p>Oh, but one more thing. Money. We didn\u2019t have it yet. At this stage, everything we did came out of our own blood, sweat, tears, and pockets. Then David, our engineer, left the project. Time was tight, I was living on savings and so was Gerard. Team Ugly was 3 artists with a failed plan right now. But the battle is not lost if you don\u2019t give up.<\/p>\n<p>We managed to raise some money with the prizes we won in indie contests and used that to pay a new programmer to help us crystallize a demo. But then he left, rightly so, as we\u2026 had no money again.<\/p>\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/sites\/2\/2023\/09\/screenshot06-454fa7182f701ac503ef.jpg\" alt=\"Ugly screenshot\" class=\"wp-image-196012\"><\/figure>\n<p>We put out a call for programmers once more, and it was Francesc Porta who replied, coming to save us all from bugs! He was just as passionate about indie games as we were. He was a programmer, but he had an absolute empathy and understanding for artists, and he also played music in a band. He started debugging and iterating mechanics with Gerard non-stop. Franc had an incredible symbiosis with us.\u00a0<\/p>\n<p>And all of a sudden, our pitching to publishers paid off. We met and signed a contract with Graffiti Games to publish the game. With their help, we were finally going to make it happen. We could happily feed ourselves and live quietly while we finish the development of <em>Ugly<\/em>.\u00a0<\/p>\n<p>From that moment on everything became easier. Composers joined the project as well as an audio team (Jan Fit\u00e9, Andre Nascimbeni and Pau Busquet). A team of incredible artists (Nerea AAAA, Miriam Miriam Oca\u00f1a, Nerea Cano, Javi Rold\u00e1n, Javi Chaler and Manel Soto) joined the ranks to help out. The team was complete, and the game was growing and getting better every week.\u00a0<\/p>\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/news.xbox.com\/en-us\/wp-content\/uploads\/sites\/2\/2023\/09\/screenshot04-808a9395d15adf94e0b1.jpg\" alt=\"Ugly screenshot\" class=\"wp-image-196013\"><\/figure>\n<p>With a plan and the best teammates we could imagine, we spent the next year finishing the game and, now that we\u2019re about to hit release day, we\u2019re so excited for gamers to experience all the hard work and love that went into making <em>Ugly<\/em>.<\/p>\n<p><em><strong><a href=\"https:\/\/www.xbox.com\/en-US\/games\/store\/ugly\/9PFLS87CLD7P\">Ugly <\/a><\/strong>comes to Xbox Series X|S and Xbox One on September 14.<\/em><\/p>\n<div id=\"msp1694596629945\" class=\"\">\n<div class=\"ms-product-badge mspb-large\" data-product-id=\"9PFLS87CLD7P\">\n<div class=\"mspb-primary-image\">\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9PFLS87CLD7P\" target=\"_blank\" rel=\"noopener\"><br \/>\n\t\t\t<img decoding=\"async\" src=\"https:\/\/store-images.s-microsoft.com\/image\/apps.64180.14198086278659120.6c0690f0-5ceb-42aa-9415-fe7dfd409863.e5e8cee2-84c8-4c9d-9085-f5faceee9a76?w=400&amp;h=600\" alt=\"Ugly\" class=\"skip-lazy\"><br \/>\n\t\t<\/a>\n\t<\/div>\n<div class=\"mspb-details\">\n<div class=\"mspb-feature-badges\">\n<div class=\"mspb-feature-badge xbox-live\">\n\t\t\t\t\t\t<img decoding=\"async\" src=\"https:\/\/assets.onestore.ms\/cdnfiles\/sfw-service-web-onestore-onerf-2017-11-8-12\/store\/common\/images\/xbllogo_black.png\" alt=\"Xbox Live\" class=\"skip-lazy\">\n\t\t\t\t\t<\/div>\n<\/p><\/div>\n<h2>Ugly<\/h2>\n<div class=\"mspb-secondary-details\">\n<div class=\"mspb-left-container\">\n<p>Graffiti Games<\/p>\n<div class=\"mspb-rating\">\n<div>\n\t\t\t<span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span>\n\t\t\t\t\t<\/div>\n<div class=\"mspb-full-stars\" style=\"width: 0px\">\n\t\t\t<span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span>\n\t\t<\/div>\n<\/p><\/div>\n<div class=\"mspb-price\">\n\t\t\t\t<span class=\"mspb-msrp\"><br \/>\n\t\t\t<span>$19.99<\/span><br \/>\n\t\t<\/span><br \/>\n\t\t<span>$17.99<\/span>\n\t\t\t<\/div>\n<div class=\"mspb-buttons\">\n\t<a class=\"mspb-link\" href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9PFLS87CLD7P\" target=\"_blank\" rel=\"noopener\">Get it now<\/a>\n<\/div>\n<div class=\"mspb-bottom-badges\">\n\t\t\t<\/div>\n<\/p><\/div>\n<div class=\"mspb-right-container\">\n<div class=\"mspb-description\">\n\t\tIn this dark and twisted fairytale, nothing is as it seems. Explore the desolated recesses of a tormented nobleman\u2019s mind as you progress through challenging puzzle rooms and topple towering bosses in this reflective puzzle platformer.<\/p>\n<p>Use an innovative mirror mechanic to create a shadowy reflection of yourself that you can swap places with to solve puzzles and make your way around this wicked place full of secrets and awash in tragedy. It will take logic and skill alike to survive this perilous journey of self-reflection.<\/p>\n<p>A deeply stirring narrative is waiting to be discovered as you strive to untangle the cobwebs obscuring your past. The mirror reveals all\u2026but beware. Sometimes, the truth is ugly.<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Related:<br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/09\/12\/forza-horizon-5-event-lab-2\/\">Forza Horizon 5 Map Creators, Build Your Next Masterpiece with EventLab 2.0<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/09\/11\/party-animals-closed-beta-begins-september-15th\/\">Party Animals \u2013 Closed Beta begins September 15th!<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/09\/11\/starfield-starters\/\">Starfield Starters: Xbox Wire\u2019s Guide to the Galaxy<\/a><\/div>\n<p><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/09\/13\/ugly-making-of\/\">Go to Source (xbox.com)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Team Ugly is a studio or workshop, as we like to call it, formed by four entrepreneurs and developers blinded by the romanticism of the indie game world.\u00a0It all started more than five years ago when Gerard Singuerlin, the first stray bullet of this story, was attempting to transform some napkin drawings into a video<\/p>\n","protected":false},"author":4,"featured_media":35110,"comment_status":"registered_only","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,10],"tags":[76,351,9805,9804,863,179,309,48,1944,8048,18],"class_list":["post-35109","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-xbox","tag-call","tag-developers","tag-entrepreneurs","tag-formed","tag-four","tag-like","tag-studio","tag-team","tag-ugly","tag-workshop","tag-xbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Ugly: How Indie Hardship Created Something Beautiful | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Ugly: How Indie Hardship Created Something Beautiful for free, here on XtremeServers. 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