Koira Dev Talks Bonding with a Puppy, Working with Contrast, and More

Koira Dev Talks Bonding with a Puppy, Working with Contrast, and More

As a seasoned game developer with years of experience under my belt, I can’t help but be captivated by the profound depth and emotional resonance that Vanhove and Lega have infused into Koira. Their approach to storytelling is not only unique but also remarkably effective, using contrast as a powerful tool to evoke strong emotions in the player.


Although there are still some exciting releases for 2024 as the year slowly comes to a close, some 2025 games are earning the interest of players in their own right. Among the upcoming releases for next year, Koira is a unique textless adventure published by Don’t Nod Entertainment. The story it tells is a simple yet beautiful one: that of a player lost in the woods with a puppy.

During Gamescom, Game Rant held a conversation with Studio Tolima’s creative director Ben Lega and lead game developer Sander Vanhove, discussing their expectations, the response to the recently unveiled demo, and the advantages of adopting a more streamlined style in Koira (which was edited for clarity and conciseness).

The Uncertain World That Lega and Vanhove Wish to Share

A: Despite the fact that Koira seems to be a pleasant game thus far, there’s one concern that everyone shares about a game of this type – will the puppy end up being alright in the end?

As a devoted admirer, I’d like to share my perspective on this captivating production. From the outset, our ambition was to create an experience that would resonate with a mix of emotions – a delicate balance between the sweet and the bitter. It’s not just about placing the canine character in peril, but it draws inspiration from cinematic masterpieces such as Princess Mononoke and King of the Mockingbird. Our intention was to weave a tale that would showcase both innocent and enchanting moments, juxtaposed against a deeper, profound theme.

Instead of creating something as light-hearted as “My Little Pony” or extremely grim dark horror, our aim was to develop a narrative that mirrors the complexities of real life, encompassing both its triumphs and tribulations, which is precisely what we aimed to depict in our story.

Question: What reasoning led to the choice of having only four to five colors in the game’s color scheme when the project began?

Designer: From the outset, we deliberately opted for a limited color scheme in our design. This visual aspect was among the initial elements we decided on. The advantage of this minimalist approach to colors is that it produces a much more impactful image. It gives the design a unique, easily recognizable character, which is common in poster designs where only two, three, or four main colors are used. For example, many Hollywood posters favor orange and blue tones; you’ll find numerous movies employing this color combination.

As a gamer, I yearned to create an atmosphere that mirrored the tale I envisioned, one where the bleakness of winter and its monochrome palette were evident, yet interwoven with the radiant glow of reds and the soft hues of pastels, symbolizing the faint hope and joy that light brings.

Glancing at the game world of Koira, you’ll notice a rich variety of color tones. There are stones that lean towards blue hues, while occasional bursts of turquoise also appear. Even within snowy forests, the array of colors changes with each passing moment and your in-game joy, adding more vibrancy to your experience.

As a gamer, I can definitely notice that this game isn’t merely about color contrast, but it delves deeper into the realms of light and shadow too. Could you elaborate a tad on how these elements shape the overall gaming experience?

Essentially, Koira offers a significant contrast. It’s not just about the difference between light and dark visuals; we manipulate emotions as well. Joy is represented by light during uplifting moments, while mystery or tension is conveyed through darkness. Moreover, we strive to create an atmosphere that combines a sense of safety with a hint of danger or uncertainty – a bittersweet feeling. In essence, contrast is something we appreciate and aim to incorporate into Koira’s overall tone.

A: I’d be happy to discuss the concept behind creating Koira’s enigmatic woodland in its entirety. Did any specific guidelines influence the design of the forest?

In the game, the forest essentially acts as a primary adversary. You control a character in this setting, and your interaction with a small dog is pivotal to the storyline. The game primarily revolves around the development of their bond. Although text isn’t used extensively, the player is encouraged to infer much about the characters, their journey, and their motivations within this forest environment. The specifics of who they are, where they’re headed, or why they’re going there remain ambiguous.

We wanted to emphasize this mysterious vibe to the forest, there’s some magical element to it. There are these statues that you encounter that can transform the environment. That’s really something we wanted to spike the interest of the player and keep them kind of guessing as they are progressing through the story. This third big theme that you’ll find in the demo is the layer of danger and tension because, as the characters are progressing towards their goal, they are being chased by hunters. They seem to have particular interest in the puppy and try to kidnap them.

The trio of the three ingredients – the bonding friendship, the mystery, and the danger – really create this unique alchemy that makes it perfect.

Koira Dev Talks Bonding with a Puppy, Working with Contrast, and More

A: In our discussion, you pointed out that developing a connection with the puppy is one of the key aspects. There are various methods to engage with it, such as singing to it… Could you elaborate on how we might translate something as profound as forming a bond with a puppy into gameplay mechanics?

Absolutely. The game offers numerous opportunities for interaction with the dog, such as watching clouds together, playing fetch, or throwing snowballs. These instances are intentionally included because they represent the essence of building a friendship with a dog. If the dog were solely there to assist in solving puzzles, it would only serve a utilitarian purpose. Instead, we want players to enjoy these moments and create their own unique bond with the dog, allowing them to imagine their own narrative.

That’s one of the reasons we also chose to not have text in the game – it was a design choice from the start, but it allows the player to fill in the blanks and project what they want to see in the relationship with the dog.

The Challenges and Rewards of Minimalist Designs in Gaming

Q: What can you tell me about Koira’s sound design?

In our project, the sound was integral right from the beginning. During the prototyping stage, I collaborated with Reginald Nowe, who is responsible for all the game’s music. He skillfully set the tone and narrative of the experience by creating somber yet harmonious compositions that significantly enhanced the mood and essence of some pivotal moments in Koira’s story.

In our game, since there’s no text for dialogue or narrative, we rely heavily on music to convey emotions and tell an authentic story. The music underscores key emotional moments on screen and helps make the game feel immersive. During quieter moments, our focus shifts to creating a realistic forest ambiance with sounds like crunching snow underfoot, rustling winds passing through branches, and so forth. We aim to make the forest feel alive and responsive. As you advance in the game, between musical sections and intense emotional scenes, you’ll encounter various interactions with the world that will produce sounds, enhancing your immersion.

In this imaginative setting, various elements of nature such as flowers, mushrooms, and even birds are transformed into instruments that produce music as you stroll. Interestingly, the two primary characters in this scenario are personified by musical instruments – the main character resembles a flute, while the dog seems to be an accordion. As you traverse the forest, engaging in conversations with your canine companion, the environment around you responds musically, creating a harmonious ensemble of sounds that echoes your interactions within the world.

A: It appears that simplicity was your goal when creating the game. Can you share some benefits you believe this straightforward approach offers to Koira as a whole?

Vanhove believes there are several benefits. Firstly, since it doesn’t have any text, each individual can understand and interpret the story according to their own perspective. Secondly, due to its minimalist design, the game requires less cultural context to understand, making it universally accessible. Thirdly, because of the lack of text, we strive to guide the player as effectively as possible, which was a difficult task but I believe we succeeded in getting players familiar with the entire game without explicitly telling them what buttons to press or tasks to complete.

Absolutely, it’s not just about the text; a single image can convey more than a thousand written words. To elaborate, there’s the melody of the music, the visual dynamics of animation, and the narrative flow of gameplay progression. So, if we consider each image as equivalent to around four thousand words, it gives us a sense of how rich the content is, right? I believe this clarifies quite a bit.

A: What was the main hurdle encountered when designing a game without text-based tutorials? In essence, you briefly touched on difficulties in this area, but could you elaborate on the most significant one?

Lega: The tutorials themselves [LAUGHS].

To make our systems user-friendly, we aimed to design a streamlined interface while still ensuring users are familiar with all its features. We opted for strategically placed buttons as guides and displayed them during initial interactions. Our goal is to create an environment that encourages players to naturally interact with it, making the experience feel intuitive.

Question: Does the demonstration conclude with a suspenseful moment? Regarding further surprises in Koira, how many more can players anticipate?

Our intention is to have a game filled with numerous surprises, and we’ve designed it so that players can complete it in one long session. The demo offers just a taste of this full experience, which we envision as an emotional rollercoaster that grips the player from beginning to end. You can already catch glimpses of this in the demo with various moments like bonding, exploration, and tension with hunters. We aim to maintain these elements throughout the game to further the story, while also keeping the player intrigued by leaving some things unsolved.

After the initial meeting between the demo character and the hunters, there’s even more thrilling content to experience throughout the rest of the game, so definitely give it a go!

Q: Is there anything you can tell me about the hunters as an entity?

In the game we created: We aimed to craft a story that felt more like a captivating tale, one easy for everyone to follow. The focus is primarily on character dynamics, particularly the bond you form with the dog and the hunters who are trying to pursue you. The narrative revolves around this trio and their interactions, while still adhering to our mythical theme. Without text, we’ve also incorporated a richer layer of symbolism.

In our story, the hunters serve a significant role as disruptors of tranquility in the forest. They introduce violence and create an unsettling atmosphere by constantly lurking around, making it impossible for peace to prevail. Due to their unpredictable presence, the forest becomes crucial – it’s a place where you can never feel completely safe because they might be hiding anywhere.

Initially, the figures in our artwork tower over the principal characters from the anime “Koira”. These enigmatic beings are often shrouded in mist and attire, and their large hats sculpt an ominous appearance that continually obscures their eyes. This continuous menacing demeanor was intentionally designed to instill a sense of ambiguity and mystery around them, aligning with our vision for their symbolic representation within the narrative.

Is the relationship between the main character and the hunters similar to the contrast we previously discussed between the main character and the puppy, in your opinion?

Sure thing!

In our portrayal, we strive to highlight the contrast between the adorable, tiny pet dog and its owner – towering hunters who lack charm. We make an intentional effort to magnify this discrepancy in our presentation.

Koira Dev Talks Bonding with a Puppy, Working with Contrast, and More

Question: How significant do you consider nature overall to the narrative, given that we’re focusing on various animals?

In this game, the central environment players navigate through is not just a backdrop, but it serves as the foundation for the story. The narrative primarily focuses on the relationships among the characters. Since the character interacts with everything in their surroundings, the forest and its seasonal changes play a significant role. For instance, during winter, the forest becomes a harsh battlefield due to extreme weather conditions such as cold and wind. Scarcity of food, coupled with numerous dangers, adds to the challenge. Essentially, the characters are struggling against nature in a natural way.

To clarify, the hunters cannot avoid being in the forest, making it their initial adversary for the game. In essence, the forest serves as a complex character – neither entirely good nor evil. Instead, it is a source of enchantment and peril, offering both magic and potential danger.

Has there been any immediate response or feedback yet on the demo, given its recent release?

Absolutely! The response has been overwhelmingly positive. People who’ve tried it can’t get enough of interacting with the puppy. At the Gamescom booth, we’ve noticed this trend too. Players are engrossed in the 30-minute demo and leave with smiles on their faces, often expressing delight or even a bit of shock at the ending, which is intentionally designed to be that way, so it’s all good.

As a passionate fan, I can’t help but wonder what lies ahead for us in the full release of Koira, given the tantalizing glimpses we’ve been offered thus far. While the heartwarming bond between the character and their furry companion has certainly caught our attention, it’s natural for players to have high expectations beyond that. So, if I were to speculate, I’d say that players should anticipate a rich, engaging narrative, thoughtfully crafted gameplay mechanics, and perhaps even some unexpected twists and turns along the way. After all, Koira promises to be more than just a game about a character and their dog; it’s an immersive experience that we can’t wait to dive into!

Lega: I believe the demo offers a glimpse into what you can anticipate with Koira; it provides an excellent illustration of the various emotions and gameplay elements you’ll encounter. It’s a fair representation, so if people enjoy the demo, I’m confident they will appreciate the complete game. The full game offers more as the entire story unfolds, so if the demo is just a taste of what’s to come, then the whole adventure still has much to reveal.

[END]

Koira is in development.

Read More

2024-09-02 19:56